AI before training
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297
Assets/AgentController.cs
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297
Assets/AgentController.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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using Unity.MLAgents;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Actuators;
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using UnityEngine.UIElements;
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using System.Linq;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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public class AgentController : Agent
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{
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public float motorTorque = 300;
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public float brakeTorque = 500;
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public float maxSpeed = 400;
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public float steeringRange = 9;
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public float steeringRangeAtMaxSpeed = 7;
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public float autoBrake = 100;
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WheelControl[] wheels;
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Rigidbody rigidBody;
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public Transform Target; //(35..39, 0.25, -20..-30)
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Vector3 startPosition;
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Quaternion startRotation;
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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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rigidBody = GetComponent<Rigidbody>();
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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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startPosition = transform.localPosition;
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startRotation = transform.localRotation;
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}
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public override void OnEpisodeBegin()
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{
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// reset wheels
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foreach (var wheel in wheels)
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{
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wheel.WheelCollider.brakeTorque = 0;
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wheel.WheelCollider.motorTorque = 0;
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wheel.WheelCollider.steerAngle = 0;
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}
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transform.localPosition = startPosition;
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transform.localRotation = startRotation;
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rigidBody.velocity = Vector3.zero;
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rigidBody.angularVelocity = Vector3.zero;
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Target.localPosition = new Vector3(UnityEngine.Random.Range(35f, 39f),
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0.25f,
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UnityEngine.Random.Range(-30f, -20f));
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}
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public override void CollectObservations(VectorSensor sensor)
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{
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// Target and Agent positions
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sensor.AddObservation(Target.localPosition.x);
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sensor.AddObservation(Target.localPosition.z);
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sensor.AddObservation(transform.localPosition.x);
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sensor.AddObservation(transform.localPosition.z);
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// Agent velocity
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// calculate forward velocity
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var FullVelocityMagnitude = rigidBody.velocity.magnitude; // Velocity including angular velocity
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var angularMagnitude = rigidBody.angularVelocity.magnitude;
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var forwardMagnitude = Mathf.Sqrt( Mathf.Pow(FullVelocityMagnitude, 2) - Mathf.Pow(angularMagnitude, 2)); // Agent velocity in forward direction
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// add obserevations
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if (forwardMagnitude >= 0.001)
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sensor.AddObservation(forwardMagnitude);
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else
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sensor.AddObservation(FullVelocityMagnitude);
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sensor.AddObservation(angularMagnitude);
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}
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void Update()
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{
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if (Input.GetKeyDown("space"))
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{
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foreach (var wheel in wheels)
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{
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wheel.WheelCollider.brakeTorque = 0;
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wheel.WheelCollider.motorTorque = 0;
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wheel.WheelCollider.steerAngle = 0;
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}
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transform.localPosition = startPosition;
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transform.localRotation = startRotation;
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rigidBody.velocity = Vector3.zero;
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rigidBody.angularVelocity = Vector3.zero;
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Target.localPosition = new Vector3(UnityEngine.Random.Range(35f, 39f),
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0.25f,
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UnityEngine.Random.Range(-30f, -20f));
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}
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}
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public override void OnActionReceived(ActionBuffers actions)
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{
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// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
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float vInput = 0;
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float hInput = 0;
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if (actions.DiscreteActions[0] == 0)
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vInput = -1f;
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if (actions.DiscreteActions[0] == 1)
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vInput = 1f;
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if (actions.DiscreteActions[1] == 0)
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hInput = -1f;
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if (actions.DiscreteActions[1] == 1)
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hInput = 1f;
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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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// rewards
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float distanceToTarget = Vector3.Distance(transform.localPosition, Target.localPosition);
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if (distanceToTarget < 0.5f)
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{
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SetReward(1.0f);
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EndEpisode();
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}
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}
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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var discreteActionsOut = actionsOut.DiscreteActions;
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Debug.Log(Input.GetAxis("Vertical"));
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discreteActionsOut[0] = 2;
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discreteActionsOut[1] = 2;
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if (Input.GetAxis("Vertical") < -0.5)
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discreteActionsOut[0] = 0;
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if (Input.GetAxis("Vertical") > 0.5)
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discreteActionsOut[0] = 1;
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if (Input.GetAxis("Horizontal") < -0.5)
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discreteActionsOut[1] = 0;
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if (Input.GetAxis("Horizontal") > 0.5)
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discreteActionsOut[1] = 1;
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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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// }
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}
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