Inheritance: MonoBehaviour
Ejemplo n.º 1
0
        IEnumerator ResetRotation()
        {
            yield return(new WaitForFixedUpdate());

            /*tr.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
             * tr.Translate(Vector3.up, Space.World);
             * rb.velocity = Vector3.zero;
             * rb.angularVelocity = Vector3.zero;*/

            //DEVNOOB EDIT
            tr.position    = VehicleDebug.spawnPos;
            tr.eulerAngles = VehicleDebug.spawnRot;
            tr.Translate(Vector3.up, Space.World);
            rb.velocity        = Vector3.zero;
            rb.angularVelocity = Vector3.zero;
            float randVal = Random.value;

            if (randVal < 0.5f)
            {
                target = TargetAfterReset1;
            }
            else
            {
                target = TargetAfterReset2;
            }

            targetWaypoint         = targetWaypoint.nextPoint;
            VehicleDebug.fallLimit = -0.8f;
        }
        public void InitializeTarget()
        {
            if (target)
            {
                //if target is a vehicle
                targetBody = target.GetTopmostParentComponent <Rigidbody>();

                //if target is a waypoint
                targetWaypoint = target.GetComponent <VehicleWaypoint>();
                if (targetWaypoint)
                {
                    prevSpeed = targetWaypoint.speed;
                }
            }
        }
        void FixedUpdate()
        {
            if (target)
            {
                if (target != targetPrev)
                {
                    InitializeTarget();
                }

                targetPrev = target;

                //Is the target a waypoint?
                targetIsWaypoint = target.GetComponent <VehicleWaypoint>();
                //Can I see the target?
                targetVisible = !Physics.Linecast(tr.position, target.position, viewBlockMask);

                if (targetVisible || targetIsWaypoint)
                {
                    targetPoint = targetBody ? target.position + targetBody.velocity : target.position;
                }

                if (targetIsWaypoint)
                {
                    //if vehicle is close enough to target waypoint, switch to the next one
                    if ((tr.position - target.position).sqrMagnitude <= targetWaypoint.radius * targetWaypoint.radius)
                    {
                        target         = targetWaypoint.nextPoint.transform;
                        targetWaypoint = targetWaypoint.nextPoint;
                        prevSpeed      = speed;
                        speed          = Mathf.Clamp01(targetWaypoint.speed * initialSpeed);
                        brakeTime      = prevSpeed / speed;

                        if (brakeTime <= 1)
                        {
                            brakeTime = 0;
                        }
                    }
                }

                brakeTime = Mathf.Max(0, brakeTime - Time.fixedDeltaTime);
                //Is the distance to the target less than the follow distance?
                close       = (tr.position - target.position).sqrMagnitude <= Mathf.Pow(followDistance, 2) && !targetIsWaypoint;
                dirToTarget = (targetPoint - tr.position).normalized;
                lookDot     = Vector3.Dot(vp.forwardDir, dirToTarget);
                steerDot    = Vector3.Dot(vp.rightDir, dirToTarget);

                //Attempt to reverse if vehicle is stuck
                stoppedTime = Mathf.Abs(vp.localVelocity.z) < 1 && !close && vp.groundedWheels > 0 ? stoppedTime + Time.fixedDeltaTime : 0;

                if (stoppedTime > stopTimeReverse && reverseTime == 0)
                {
                    reverseTime = reverseAttemptTime;
                    reverseAttempts++;
                }

                //Reset if reversed too many times
                if (reverseAttempts > resetReverseCount && resetReverseCount >= 0)
                {
                    StartCoroutine(ReverseReset());
                }

                reverseTime = Mathf.Max(0, reverseTime - Time.fixedDeltaTime);

                if (targetVelocity > 0)
                {
                    speedLimit = Mathf.Clamp01(targetVelocity - vp.localVelocity.z);
                }
                else
                {
                    speedLimit = 1;
                }

                //Set vehicle inputs
                vp.SetAccel(!close && (lookDot > 0 || vp.localVelocity.z < 5) && vp.groundedWheels > 0 && reverseTime == 0 ? speed * speedLimit : 0);
                vp.SetBrake(reverseTime == 0 && brakeTime == 0 && !(close && vp.localVelocity.z > 0.1f) ? (lookDot < 0.5f && lookDot > 0 && vp.localVelocity.z > 10 ? 0.5f - lookDot : 0) : (reverseTime > 0 ? 1 : (brakeTime > 0 ? brakeTime * 0.2f : 1 - Mathf.Clamp01(Vector3.Distance(tr.position, target.position) / Mathf.Max(0.01f, followDistance)))));
                vp.SetSteer(reverseTime == 0 ? Mathf.Abs(Mathf.Pow(steerDot, (tr.position - target.position).sqrMagnitude > 20 ? 1 : 2)) * Mathf.Sign(steerDot) : -Mathf.Sign(steerDot) * (close ? 0 : 1));
                vp.SetEbrake((close && vp.localVelocity.z <= 0.1f) || (lookDot <= 0 && vp.velMag > 20) ? 1 : 0);
            }

            rolledOverTime = va.rolledOver ? rolledOverTime + Time.fixedDeltaTime : 0;

            //Reset if stuck rolled over
            if (rolledOverTime > rollResetTime && rollResetTime >= 0)
            {
                StartCoroutine(ResetRotation());
            }
        }
Ejemplo n.º 4
0
        //DEVNOOB ONTRIGGERENTEREDIT
        private void OnTriggerEnter(Collider other)
        {
            if (other.tag == "Teleport1")
            {
                transform.position = new Vector3(-25f, 60, -32);
                transform.rotation = Quaternion.Euler(0, 90, 0);
                GetComponent <Rigidbody>().velocity        = Vector3.zero;
                GetComponent <Rigidbody>().angularVelocity = Vector3.zero;
                target         = TargetAfterTeleport;
                targetWaypoint = targetWaypoint.nextPoint;
                prevSpeed      = speed;
                speed          = Mathf.Clamp01(targetWaypoint.speed * initialSpeed);
                brakeTime      = prevSpeed / speed;

                if (brakeTime <= 1)
                {
                    brakeTime = 0;
                }

                VehicleDebug.fallLimit = 30;
            }
            if (other.tag == "Teleport2")
            {
                transform.position = new Vector3(-36, 1, 46);
                transform.rotation = Quaternion.Euler(0, -90, 0);
                GetComponent <Rigidbody>().velocity        = Vector3.zero;
                GetComponent <Rigidbody>().angularVelocity = Vector3.zero;
                target         = TargetAfterTeleport2;
                targetWaypoint = targetWaypoint.nextPoint;
                prevSpeed      = speed;
                speed          = Mathf.Clamp01(targetWaypoint.speed * initialSpeed);
                brakeTime      = prevSpeed / speed;

                if (brakeTime <= 1)
                {
                    brakeTime = 0;
                }

                VehicleDebug.fallLimit = -0.8f;
            }

            if (other.tag == "Checkpoint1")
            {
                VehicleDebug.spawnPos = other.transform.position;
                VehicleDebug.spawnRot = transform.rotation.eulerAngles;
                TargetAfterReset1     = other.GetComponent <Checkpoints>().nextWayPoint1;
                TargetAfterReset2     = other.GetComponent <Checkpoints>().nextWayPoint2;
                LatestCheckpoint      = other.gameObject;
            }

            if (other.tag == "Bullet")
            {
                StartCoroutine(VehicleDebug.ResetRotation());
                Destroy(other.gameObject);
            }
            if (other.tag == "lego")
            {
                StartCoroutine(VehicleDebug.ResetRotation());
                Destroy(other.gameObject);
            }
            if (other.tag == "boobyTrap")
            {
                StartCoroutine(VehicleDebug.ResetRotation());
                Destroy(other.gameObject);
            }
        }