void Start() { playerState = GetComponent <Car>().playerState; valueTracker = DebugValueTracker.Instance; if (playerState == null) { drivingEnabled = true; } Speed = 0; WheelOrientation = 0; input = GetComponent <CarPlayerInput>(); rb = GetComponent <Rigidbody>(); wheels = GetComponentsInChildren <CarWheel>(); vectorTracker = GetComponent <DebugVectorTracker>(); playerState.mode .Where(mode => mode == PlayerState.PlayerMode.Racing) .Subscribe(_ => { drivingEnabled = true; }) .AddTo(this); playerState.mode .Where(mode => mode == PlayerState.PlayerMode.Finished) .Subscribe(_ => { drivingEnabled = false; }) .AddTo(this); }
void Start() { rigidbody = GetComponent <Rigidbody>(); carWheels = GetComponentsInChildren <CarWheelSuspension>(); input = GetComponent <CarPlayerInput>(); debugVector = DebugVectorTracker.Create(gameObject); }
void Start() { input = GetComponent <CarPlayerInput>(); rigidbody = GetComponent <Rigidbody>(); carController = GetComponent <CarController>(); playerState = GetComponent <Car>().playerState; if (playerState && carController != null) { playerState.lastCheckpoint = TrackNavigation.Instance.start; StartCoroutine(UpdateCheckpoint()); } else { Debug.Log("No playerState detected, checkpoint navigation will be disabled"); warpPoints = GameObject.FindGameObjectsWithTag("Respawn"); } }
void Start() { carController = GetComponent <CarController>(); rigidbody = GetComponent <Rigidbody>(); input = GetComponent <CarPlayerInput>(); }