Ejemplo n.º 1
0
 protected virtual void Update()
 {
     if (inArea && target && senser.transform.Distance(target.position) < distanceLimit)
     {
         Vector3 targetPosition = UMTools.SetVector3Axis(target.position, senser.transform.position.y, Axis.y);
         Vector3 dirToTarget    = (targetPosition - senser.transform.position).normalized;
         float   angle          = Mathf.Abs(Vector3.Angle(senser.transform.forward, dirToTarget) - ((Vector3.Dot(senser.transform.forward, dirToTarget) < 0) ? 180 : 0));
         if (angle < angleLimit && (!oneSide || Vector3.Dot(senser.transform.forward, target.forward) > 0))
         {
             if (!isParked)
             {
                 OnParked?.Invoke();
             }
             isParked = true;
         }
     }
 }
Ejemplo n.º 2
0
        void FixedUpdate()
        {
            ControlInput.DoUpdate(directionSpeed);
            Lights.DoUpdate(ControlInput.throttle, ControlInput.brake, ControlInput.handbrake > 0.5f ? 1 : 0, ControlInput.turn);
            float steerValue = ComputeSteerAngle();

            foreach (Wheel wheel in wheels)
            {
                if (wheel.Steer)
                {
                    wheel.WheelCollider.steerAngle = steerValue;
                }
                if (ControlInput.handbrake > 0.5f)
                {
                    // Don't zero out this value or the wheel completely lock up
                    wheel.WheelCollider.motorTorque = 0.0001f;
                    wheel.WheelCollider.brakeTorque = brakeForce;
                }
                else if (wheel.Drive && ControlInput.brake < 0.5f)
                {
                    wheel.WheelCollider.motorTorque = EngineCalculations();                     //Remember to count drive wheels
                }

                wheel.WheelCollider.brakeTorque = brakeForce * ControlInput.brake;
                VisualWheelsUpdate(wheel);
                //Suspension Calculations
                EasySuspension(wheel.WheelCollider);
            }

            if (ControlInput.brake > 0.5f)
            {
                desireSpeed = Mathf.MoveTowards(desireSpeed, speed > maxSpeed / 2 ? maxSpeed / 2 : 0, Time.deltaTime * speed);
            }
            else
            {
                desireSpeed = maxSpeed;
            }

            //max Speed Counter
            attachedRigidbody.velocity = attachedRigidbody.velocity.normalized * Mathf.Clamp(attachedRigidbody.velocity.magnitude, 0, desireSpeed);
            //MaxAngular speed
            attachedRigidbody.angularDrag = Mathf.Lerp(0.01f, maxAngularDrag, attachedRigidbody.velocity.magnitude / maxSpeed);
            ApplyAntiRoll();
            //Grounded Checking....
            if (!IsGrounded)
            {
                //Direction changer force and rotation
                attachedRigidbody.AddForce(Vector3.Cross(UMTools.SetVector3Axis(attachedRigidbody.velocity, 0, Axis.y), Vector3.up) * (-ControlInput.turn * 500));
                transform.Rotate(0, 0, Time.deltaTime * 0.1f * -ControlInput.turn);
                //Simple Gravity
                attachedRigidbody.AddForce(Physics.gravity * attachedRigidbody.mass);
                attachedRigidbody.angularVelocity = Vector3.zero;
                //Downforce
                DownForceImplementation();
                transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, transform.eulerAngles.y, transform.eulerAngles.z), 10 * Time.deltaTime);
            }
            else
            {
                //Simple Gravity
                if (speed < 5f && transform.eulerAngles.z > 90)
                {
                    attachedRigidbody.AddForce(Physics.gravity * attachedRigidbody.mass);
                }
                else                 //Stick Gravity
                {
                    attachedRigidbody.AddForce(-transform.up * (Physics.gravity.magnitude * attachedRigidbody.mass));
                }
            }

            if (ControlInput.Drift > 0.5f && isDriftActive)
            {
                Vector3 driftForce = -transform.right;
                driftForce.y = 0.0f;
                driftForce.Normalize();
                if (Math.Abs(ControlInput.turn) > 0.01f)
                {
                    driftForce *= attachedRigidbody.mass * speed / 7f * ControlInput.throttle * ControlInput.turn / steerAngle;
                }
                Vector3 driftTorque = transform.up * (0.1f * ControlInput.turn) / steerAngle;
                attachedRigidbody.AddForce(driftForce * driftIntensity, ForceMode.Force);
                attachedRigidbody.AddTorque(driftTorque * driftIntensity, ForceMode.VelocityChange);
                print("Drift");
            }
        }