using UnityEngine; namespace SanAndreasUnity.Behaviours.Vehicles { public class VehicleManager : MonoBehaviour { public static VehicleManager Instance { get; private set; } public GameObject vehiclePrefab; public float cameraDistanceFromVehicle = 6f; public RigidbodyInterpolation rigidbodyInterpolationOnServer = RigidbodyInterpolation.None; public RigidbodyInterpolation rigidbodyInterpolationOnClient = RigidbodyInterpolation.None; public CollisionDetectionMode rigidBodyCollisionDetectionMode = CollisionDetectionMode.Discrete; public bool syncLinearVelocity = true; public bool syncAngularVelocity = true; public Utilities.WhenOnClient whenToDisableRigidBody = Utilities.WhenOnClient.OnlyOnOtherClients; public bool syncPedTransformWhileInVehicle = false; public bool syncVehicleTransformUsingSyncVars = false; public bool controlInputOnLocalPlayer = true; public bool controlWheelsOnLocalPlayer = true; public bool destroyWheelCollidersOnClient = true; public float vehicleSyncRate = 20; [Range(0.1f, 3f)] public float massToHealthExponent = 1f; public float explosionDamageRadius = 7f; public AnimationCurve explosionDamageOverDistanceCurve = AnimationCurve.Linear(0f, 1f, 1f, 0f); [Range(0.1f, 3f)] public float explosionMassToDamageExponent = 1f; public GameObject explosionLeftoverPartPrefab; public float explosionLeftoverPartsLifetime = 20f; public float explosionLeftoverPartsMaxDepenetrationVelocity = 15f; public float explosionLeftoverPartsMass = 100f; public GameObject smokePrefab; public GameObject flamePrefab; public GameObject explosionPrefab; [Range(0f, 1f)] public float radioVolume = 1f; void Awake() { Instance = this; } } }