using UnityEngine; namespace Code.Example.Race.Racer.Player { public class PlayerRBCarController : CarControllerRB { [SerializeField] private PlayerCarInput playerCarInput; public override void SetSteering(Vector2 steeringLinear) { } protected override void Update() { SteeringInput = playerCarInput.MovementInput; base.Update(); } protected override void Brake() { if (playerCarInput.Brake ) { foreach (var wheel in wheels) { wheel.wheelCollider.brakeTorque = 300 * racer.Data.brakeAcceleration * Time.fixedDeltaTime; } // carLights.isBackLightOn = true; // carLights.OperateBackLights(); } else { foreach (var wheel in wheels) { wheel.wheelCollider.brakeTorque = 0; } // carLights.isBackLightOn = false; // carLights.OperateBackLights(); } } } }