// Use this for initialization void Start() { car = GetComponent <BaseCarController>(); wheelManager = GetComponentInChildren <WheelManager>(); inputManager = GetComponent <CarReInput>(); enabled = car && wheelManager && inputManager; }
// Use this for initialization void Start() { car = GetComponent <BaseCarController>(); origGravityState = car.rBody.useGravity; car.rBody.useGravity = !this.enabled; overridableComponents = new List <IOverridableGravity>(GetComponentsInChildren <IOverridableGravity>()); origGravity = Physics.gravity; // Debug.Log("Overridable Gravity compatible components found: " + overridableComponents.Count); }
// Use this for initialization void Start() { car = GetComponent <BaseCarController>(); lightFX = new GameObject[brakeLightAnchors.Length]; for (int i = 0; i < lightFX.Length; ++i) { lightFX[i] = brakeLightPrefab.CleanInstantiateClone(); lightFX[i].transform.SetParent(brakeLightAnchors[i], false); lightFX[i].SetActive(false); } }
// Use this for initialization void Start() { BindPlayerSlot(); car = GetComponent <BaseCarController>(); }