crazy car physics
This commit is contained in:
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3782
Assets/Scenes/Racetrack mini.unity
Normal file
3782
Assets/Scenes/Racetrack mini.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Racetrack mini.unity.meta
Normal file
7
Assets/Scenes/Racetrack mini.unity.meta
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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, forwardSpeed);
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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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// …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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@@ -56,6 +57,11 @@ public class carcontrolv2 : MonoBehaviour
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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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}
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foreach (var wheel in wheels)
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{
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}
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if (isBraking)
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if (isAccelerating)
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if (isStopping)
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{
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Reference in New Issue
Block a user