Changed car controller script
This commit is contained in:
134
Assets/Scripts/PlayerController.cs
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134
Assets/Scripts/PlayerController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public float motorTorque = 2000;
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public float brakeTorque = 2000;
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public float maxSpeed = 20;
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public float steeringRange = 30;
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public float steeringRangeAtMaxSpeed = 10;
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public float autoBrake;
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//public GameObject lookat;
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public AudioSource audio;
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WheelControl[] wheels;
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public Rigidbody rigidBody;
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// Start is called before the first frame update
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void Start()
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{
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if (rigidBody == null)
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{
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rigidBody = GetComponent<Rigidbody> ();
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}
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// Find all child GameObjects that have the WheelControl script attached
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wheels = GetComponentsInChildren<WheelControl>();
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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float vInput = Input.GetAxis("Vertical");
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float hInput = Input.GetAxis("Horizontal");
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// Calculate current speed in relation to the forward direction of the car
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// (this returns a negative number when traveling backwards)
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float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
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// Calculate how close the car is to top speed
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// as a number from zero to one
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float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed);
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// Use that to calculate how much torque is available
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// (zero torque at top speed)
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float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
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// …and to calculate how much to steer
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// (the car steers more gently at top speed)
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float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
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// Check whether the user input is in the same direction
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// as the car's velocity
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bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
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bool isStopping = vInput == 0; // range
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bool isBraking = (vInput < 0 && forwardSpeed > 0) || (vInput > 0 && forwardSpeed < 0);
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if (vInput > 0 && forwardSpeed < 0)
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{
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isAccelerating = false;
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}
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foreach (var wheel in wheels)
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{
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// Apply steering to Wheel colliders that have "Steerable" enabled
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if (wheel.steerable)
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{
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wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
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}
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if (isBraking)
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{
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wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
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//wheel.WheelCollider.motorTorque = 0;
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}
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if (isAccelerating)
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{
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// Apply torque to Wheel colliders that have "Motorized" enabled
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if (wheel.motorized)
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{
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wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
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}
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wheel.WheelCollider.brakeTorque = 0;
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}
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if (isStopping)
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{
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// If the user is trying to go in the opposite direction
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// apply brakes to all wheels
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wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque + autoBrake;
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if (forwardSpeed < 0)
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{
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wheel.WheelCollider.brakeTorque = (Mathf.Abs(vInput) * brakeTorque + autoBrake) * 5;
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}
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// wheel.WheelCollider.motorTorque = 0;
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}
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}
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//idk camera mobning rammer hårdt
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// float THINP = hInput/10;
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// if (THINP != hInput)
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// {
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// THINP+=hInput/10;
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// }
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//lookat.transform.localPosition = new Vector3 (THINP*1.5f,1,4);
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}
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private void OnCollisionEnter(Collision other) {
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if (other.gameObject.tag == "Wall")
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{
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// audio.Play();
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}
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}
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}
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