Example #1
0
        /// <summary>
        /// Reinit this vehicle. Reset to default state.
        /// Should be called when player restarts
        /// </summary>
        /// <param name="accelerate">true, if start speed of this vehicle must be 0</param>
        public void Reinit(bool accelerate)
        {
            playerRigidbody.isKinematic = true;

            // default values
            currentSpeed     = accelerate ? 0 : DefaultSpeed;
            currentSideSpeed = accelerate ? 0 : DefaultSideSpeed;

            targetSpeed     = currentSpeed;
            targetSideSpeed = currentSideSpeed;

            TravelledDistance = 0;


            OnDistanceChange?.Invoke(TravelledDistance);

            Health = MaxHealth;

            OnVehicleHealthChange?.Invoke(Health);

            // stop and remove existing particles
            engineSmoke.Stop();
            engineFire.Stop();
            engineSmoke.Clear(true);
            engineFire.Clear(true);

            SteeringWheel.Restart();

            OnVehicleStart?.Invoke();
        }
    void CheckHorizontalDistance()
    {
        currentDistance = Mathf.Max(0, (transform.position.x - targetPlayer.position.x));
        float percent = currentDistance / transform.position.x;

        if (incrementalDistancePercent)
        {
            percent = 1 - percent;
        }

        OnDistanceChange?.Invoke(currentDistance, percent);
    }
Example #3
0
        void FixedUpdate()
        {
            // process brake / acceleration
            if (currentSpeed != targetSpeed || currentSideSpeed != targetSideSpeed)
            {
                if (Mathf.Abs(currentSpeed - targetSpeed) > SpeedEpsilon ||
                    Mathf.Abs(currentSideSpeed - targetSideSpeed) > SpeedEpsilon)
                {
                    float time = currentSpeed < targetSpeed ? AccelerationTime : BrakeTime;

                    currentSpeed     = Mathf.Lerp(currentSpeed, targetSpeed, Time.fixedDeltaTime / time);
                    currentSideSpeed = Mathf.Lerp(currentSideSpeed, targetSideSpeed, Time.fixedDeltaTime / time);
                }
                else
                {
                    currentSpeed     = targetSpeed;
                    currentSideSpeed = targetSideSpeed;
                }
            }

            // ignore if too small
            if (currentSpeed < SpeedEpsilon && currentSideSpeed < SpeedEpsilon)
            {
                return;
            }

            // get data from steering wheel
            float steering = SteeringWheel.Steering;

            // change position of the vehicle
            Vector3 newPosition = playerRigidbody.position;

            float forwardDistance = currentSpeed * Time.fixedDeltaTime;

            newPosition += playerTransform.forward * forwardDistance;

            if (steering > SteeringEpsilon || steering < -SteeringEpsilon)
            {
                newPosition += playerTransform.right * steering * currentSideSpeed * Time.fixedDeltaTime;

                var background = GameController.Instance.Background;

                if (background != null)
                {
                    Vector2 backgroundBounds = background.GetBlockBounds(newPosition);

                    if (newPosition.x > backgroundBounds[1])
                    {
                        newPosition.x = backgroundBounds[1];
                    }
                    else if (newPosition.x < backgroundBounds[0])
                    {
                        newPosition.x = backgroundBounds[0];
                    }
                }
            }

            playerRigidbody.MovePosition(newPosition);

            TravelledDistance += forwardDistance;

            if (Mathf.Abs(TravelledDistance - prevUpdatedDistance) > DistanceUpdateEpsilon)
            {
                OnDistanceChange?.Invoke(TravelledDistance);
                prevUpdatedDistance = TravelledDistance;
            }
        }