// Deactivates selected vehicle and returns to the car selection. public void DeSelectVehicle() { // De-registers the vehicle. RCC.DeRegisterPlayerVehicle(); // Resets position and rotation. _spawnedVehicles[selectedIndex].transform.position = spawnPosition.position; _spawnedVehicles[selectedIndex].transform.rotation = spawnPosition.rotation; // Kills engine and disables controllable. _spawnedVehicles[selectedIndex].KillEngine(); _spawnedVehicles[selectedIndex].SetCanControl(false); // Resets the velocity of the vehicle. _spawnedVehicles[selectedIndex].GetComponent <Rigidbody>().ResetInertiaTensor(); _spawnedVehicles[selectedIndex].GetComponent <Rigidbody>().velocity = Vector3.zero; _spawnedVehicles[selectedIndex].GetComponent <Rigidbody>().angularVelocity = Vector3.zero; // If RCC Camera is choosen, it wil enable RCC_CameraCarSelection script. This script was used for orbiting camera. if (RCCCamera) { if (RCCCamera.GetComponent <RCC_CameraCarSelection>()) { RCCCamera.GetComponent <RCC_CameraCarSelection>().enabled = true; } } }
public void DeRegisterPlayer() { // Deregisters the vehicle from as player vehicle. RCC.DeRegisterPlayerVehicle(); }