merge fix

This commit is contained in:
PokingPines
2024-04-04 14:41:21 +02:00
8 changed files with 329 additions and 82 deletions

View File

@@ -90,7 +90,7 @@ MonoBehaviour:
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CameraDistance: 5 CameraDistance: 5
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m_Bits: 0 m_Bits: 0
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m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
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height: 1 height: 1
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far clip plane: 1000 far clip plane: 500
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orthographic size: 5 orthographic size: 5

View File

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View File

@@ -38,7 +38,7 @@ RenderSettings:
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View File

@@ -14,14 +14,12 @@ public class CarController : MonoBehaviour
{ {
// Motor input // Motor input
float motorInput = Input.GetAxis("Vertical"); float motorInput = Input.GetAxis("Vertical");
frontLeftWheel.motorTorque = motorInput * motorForce; rearLeftWheel.motorTorque = motorInput * motorForce;
frontRightWheel.motorTorque = motorInput * motorForce; rearRightWheel.motorTorque = motorInput * motorForce;
// Steering input // Steering input
float steeringInput = Input.GetAxis("Horizontal"); float steeringInput = Input.GetAxis("Horizontal");
frontLeftWheel.steerAngle = steeringInput * steeringAngle; frontLeftWheel.steerAngle = steeringInput * steeringAngle;
frontRightWheel.steerAngle = steeringInput * steeringAngle; frontRightWheel.steerAngle = steeringInput * steeringAngle;
// Move camera
} }
} }

View File

@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WheelControl : MonoBehaviour
{
public Transform wheelModel;
[HideInInspector] public WheelCollider WheelCollider;
// Create properties for the CarControl script
// (You should enable/disable these via the
// Editor Inspector window)
public bool steerable;
public bool motorized;
Vector3 position;
Quaternion rotation;
// Start is called before the first frame update
private void Start()
{
WheelCollider = GetComponent<WheelCollider>();
}
// Update is called once per frame
void Update()
{
// Get the Wheel collider's world pose values and
// use them to set the wheel model's position and rotation
WheelCollider.GetWorldPose(out position, out rotation);
wheelModel.transform.position = position;
wheelModel.transform.rotation = rotation;
}
}

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@@ -0,0 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class carcontrolv2 : MonoBehaviour
{
public float motorTorque = 2000;
public float brakeTorque = 2000;
public float maxSpeed = 20;
public float steeringRange = 30;
public float steeringRangeAtMaxSpeed = 10;
public float centreOfGravityOffset = -1f;
WheelControl[] wheels;
Rigidbody rigidBody;
// Start is called before the first frame update
void Start()
{
rigidBody = GetComponent<Rigidbody>();
// Adjust center of mass vertically, to help prevent the car from rolling
rigidBody.centerOfMass += Vector3.up * centreOfGravityOffset;
// Find all child GameObjects that have the WheelControl script attached
wheels = GetComponentsInChildren<WheelControl>();
}
// Update is called once per frame
void Update()
{
float vInput = Input.GetAxis("Vertical");
float hInput = Input.GetAxis("Horizontal");
// Calculate current speed in relation to the forward direction of the car
// (this returns a negative number when traveling backwards)
float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
// Calculate how close the car is to top speed
// as a number from zero to one
float speedFactor = Mathf.InverseLerp(0, maxSpeed, forwardSpeed);
// Use that to calculate how much torque is available
// (zero torque at top speed)
float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
// …and to calculate how much to steer
// (the car steers more gently at top speed)
float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
// Check whether the user input is in the same direction
// as the car's velocity
bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
foreach (var wheel in wheels)
{
// Apply steering to Wheel colliders that have "Steerable" enabled
if (wheel.steerable)
{
wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
}
if (isAccelerating)
{
// Apply torque to Wheel colliders that have "Motorized" enabled
if (wheel.motorized)
{
wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
}
wheel.WheelCollider.brakeTorque = 0;
}
else
{
// If the user is trying to go in the opposite direction
// apply brakes to all wheels
wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
wheel.WheelCollider.motorTorque = 0;
}
}
}
}

View File

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