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);
 }