Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (!m_pathManager.M_DestinationReached())
        {
            // Get next corner
            Vector3 nextCorner    = m_pathManager.M_GetNextCorner();
            Vector3 nextToCurrent = nextCorner - transform.position;

            // Start breaking if we're approaching the destination
            if (m_pathManager.M_GetDistanceToDestination() <= m_breakDistance)
            {
                Break();
            }
            else
            {
                TurnWheels(nextToCurrent);
                Accelerate();
                // Rotate car depending on wheel angle
                Vector3 pivotPoint = transform.position; // Should be rear wheels, I reckon
                m_unit.transform.RotateAround(pivotPoint, m_unit.transform.up, m_currentAngle * m_turnTime * Time.deltaTime);
            }
            // Move car
            Vector3 movement = transform.forward * m_currentMoveSpeed * Time.deltaTime;
            m_unit.transform.position += movement;
        }
        else // Hard stop
        {
            m_currentMoveSpeed = 0;
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (!m_pathManager.M_DestinationReached())
        {
            // Get next corner
            Vector3 nextCorner    = m_pathManager.M_GetNextCorner();
            Vector3 nextToCurrent = nextCorner - transform.position;

            // Rotate so we're facing the target
            float angle = Helpers.GetDiffAngle2D(transform.forward, nextToCurrent);
            // If we're not looing at the target, turn the turret
            if (Mathf.Abs(angle) > 0)
            {
                float rotateAngle = Mathf.Sign(angle) * m_rotateSpeed * Time.deltaTime;

                // If we overshoot, set rotate to diff for perfect rotate
                if (Mathf.Abs(rotateAngle) > Mathf.Abs(angle))
                {
                    rotateAngle = angle;
                }
                m_unit.transform.Rotate(0, rotateAngle, 0, Space.World); // What happens if the tank tilts? Should be Space.World?
            }

            // If the rotation is enough, move forward
            if (Mathf.Abs(angle) < m_directionMargin)
            {
                m_unit.transform.position += transform.forward * m_moveSpeed * Time.deltaTime;
            }
        }
    }