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float speedFactor = Mathf.InverseLerp(0, maxSpeed, forwardSpeed); + float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed); // Use that to calculate how much torque is available // (zero torque at top speed) @@ -46,6 +46,7 @@ public class carcontrolv2 : MonoBehaviour // …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 @@ -54,9 +55,12 @@ public class carcontrolv2 : MonoBehaviour bool isStopping = vInput == 0; // range - bool isBraking = vInput < 0 && forwardSpeed > 0; + bool isBraking = (vInput < 0 && forwardSpeed > 0) || (vInput > 0 && forwardSpeed < 0); - Debug.Log(vInput); + if (vInput > 0 && forwardSpeed < 0) + { + isAccelerating = false; + } foreach (var wheel in wheels) { @@ -65,6 +69,12 @@ public class carcontrolv2 : MonoBehaviour { wheel.WheelCollider.steerAngle = hInput * currentSteerRange; } + + if (isBraking) + { + wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque; + //wheel.WheelCollider.motorTorque = 0; + } if (isAccelerating) { @@ -76,17 +86,19 @@ public class carcontrolv2 : MonoBehaviour wheel.WheelCollider.brakeTorque = 0; } - if (isBraking) - { - wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque; - //wheel.WheelCollider.motorTorque = 0; - } + if (isStopping) { // If the user is trying to go in the opposite direction // apply brakes to all wheels wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque + autoBrake; + + if (forwardSpeed < 0) + { + wheel.WheelCollider.brakeTorque = (Mathf.Abs(vInput) * brakeTorque + autoBrake) * 5; + } + // wheel.WheelCollider.motorTorque = 0; } }