using System.Collections; using TMPro; using UnityEngine; public class CharacterAssistSelector : MonoBehaviour { [SerializeField] private InputManager _inputManager = default; [SerializeField] private GameObject _colors = default; [SerializeField] private TextMeshProUGUI _playerOneColorNumber = default; [SerializeField] private TextMeshProUGUI _assistIndicatorText = default; [SerializeField] private Animator _assistAnimator = default; [SerializeField] private ChangeStageMenu _changeStageMenu = default; [SerializeField] private RebindMenu _rebindMenu = default; [SerializeField] private PlayerUIRender _playerUIRender = default; [SerializeField] private GameObject _arrows = default; [SerializeField] private AssistStatsSO[] assistStatsSO = default; [SerializeField] private bool _isPlayerOne = default; private Audio _audio; private Vector2 _directionInput; private int _assistCount; private bool _inputDeactivated; private bool _pressed; public char AssistLetter { get; private set; } = 'A'; public bool HasSelected { get; set; } void Awake() => _audio = GetComponent