another car sript
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17
Assets/Scripts/InputController.cs
Normal file
17
Assets/Scripts/InputController.cs
Normal file
@@ -0,0 +1,17 @@
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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 InputController : MonoBehaviour
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{
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public float Horizontal { get; private set; }
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public float Vertical { get; private set; }
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public float Brake { get; private set; }
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void Update()
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{
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Horizontal = Input.GetAxis("Horizontal");
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Vertical = Input.GetAxis("Vertical");
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Brake = Input.GetAxis("Jump");
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}
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}
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11
Assets/Scripts/InputController.cs.meta
Normal file
11
Assets/Scripts/InputController.cs.meta
Normal file
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54
Assets/Scripts/VehichleControl.cs
Normal file
54
Assets/Scripts/VehichleControl.cs
Normal file
@@ -0,0 +1,54 @@
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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 VehichleControl : MonoBehaviour
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{
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public InputController InputCtrl;
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[Tooltip("Set ref in order of FL, FR, RL, RR")]
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public WheelCollider[] WheelColliders;
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[Tooltip("Set ref of wheel meshes in order of FL, FR, RL, RR")]
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public Transform[] Wheels;
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public Transform CenterOfMass;
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public int Force;
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public int Angle;
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public int BrakeForce;
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private void Drive()
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{
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WheelColliders[0].motorTorque = WheelColliders[1].motorTorque = InputCtrl.Vertical * Force;
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}
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private void Steer()
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{
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WheelColliders[0].steerAngle = WheelColliders[1].steerAngle = InputCtrl.Horizontal * Angle;
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}
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private void Brake()
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{
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WheelColliders[0].brakeTorque = WheelColliders[1].brakeTorque = InputCtrl.Brake * BrakeForce;
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}
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private void UpdateWheelMovements()
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{
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for (var i = 0; i < Wheels.Length; i++)
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{
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Vector3 pos;
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Quaternion rot;
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WheelColliders[i].GetWorldPose(out pos, out rot);
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Wheels[i].transform.position = pos;
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Wheels[i].transform.rotation = rot;
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}
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}
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private void FixedUpdate()
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{
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Steer();
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Drive();
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Brake();
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UpdateWheelMovements();
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}
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}
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11
Assets/Scripts/VehichleControl.cs.meta
Normal file
11
Assets/Scripts/VehichleControl.cs.meta
Normal file
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