private void Awake() { Cursor.lockState = CursorLockMode.Confined; Cursor.visible = false; NoiseManager.AddAudioSource(this.gameObject); _cars = FindObjectsOfType <PlayerCar>(); _music = FindObjectOfType <MusicManager>(); _startPoints = new Transform[_startPositions.childCount]; for (int i = 0; i < _startPositions.childCount; i++) { _startPoints[i] = _startPositions.GetChild(i); } foreach (PlayerCar car in _cars) { car.onKill.AddListener(() => AddCarToKilled(car)); } _countDownWait = new WaitForSeconds(1f); _sorter = new PlayerComparer(); _looserOrder = new List <PlayerCar>(_cars.Length); // add music stuff _music.CurrentMusic = _matchTrack; onMatchStart.AddListener(() => _music.Play(1f)); }
private void Awake() { _rb = GetComponent <Rigidbody>(); _carEffects = GetComponent <CarEffects>(); _playerCar = GetComponent <PlayerCar>(); NoiseManager.AddAudioSource(this.gameObject); PlayerInputs = ReInput.players.GetPlayer(_playerNum); }
private void Awake() { _shaker = FindObjectOfType <ShakeBehaviour>(); _music = FindObjectOfType <MusicManager>(); NoiseManager.AddAudioSource(this.gameObject); }