/// <summary> /// Changes Spoiler attached to car /// </summary> public static void SetSpoiler(VehiclePhysics vehicle, int value) { if (!CheckVehicle(vehicle)) { return; } if (sp) { DestroyImmediate(sp); } if (!vehicle.carProperties.spoilers[value].spoiler) { return; } GameObject parent = GameObject.Find(vehicle.transform.name + "/Chassis/Spoiler"); GameObject spoiler = (GameObject)Instantiate(vehicle.carProperties.spoilers[value].spoiler); spoiler.transform.parent = parent.transform; spoiler.transform.localPosition = vehicle.carProperties.spoilers[value].position; spoiler.transform.localRotation = Quaternion.Euler(vehicle.carProperties.spoilers[value].rotation); spoilerIndex = value; sp = spoiler; }
/// <summary> /// Set Rear Suspension Distances. /// </summary> public static void SetRearSuspensionsDistances(VehiclePhysics vehicle, float distance) { if (!CheckVehicle(vehicle)) { return; } if (distance <= 0) { distance = .05f; } vehicle.RearLeftWheelCollider.wheelCollider.suspensionDistance = distance; vehicle.RearRightWheelCollider.wheelCollider.suspensionDistance = distance; if (vehicle.ExtraRearWheelsCollider != null && vehicle.ExtraRearWheelsCollider.Length > 0) { foreach (VehiclePhysicsWheelCollider wc in vehicle.ExtraRearWheelsCollider) { wc.wheelCollider.suspensionDistance = distance; } } OverrideVehicle(vehicle); }
/// <summary> /// Changes Front Bumpers attached to car /// </summary> public static void SetFrontBumper(VehiclePhysics vehicle, int value) { if (!CheckVehicle(vehicle)) { return; } if (fb) { DestroyImmediate(fb); } vehicle.RemoveArrayNullElements(); if (!vehicle.carProperties.frontBumpers[value].bumper) { return; } GameObject parent = GameObject.Find(vehicle.transform.name + "/Chassis/Front Bumper"); GameObject bumper = (GameObject)Instantiate(vehicle.carProperties.frontBumpers[value].bumper); bumper.transform.parent = parent.transform; bumper.transform.localPosition = vehicle.carProperties.frontBumpers[value].position; bumper.transform.localRotation = Quaternion.Euler(vehicle.carProperties.frontBumpers[value].rotation); frontBumperIndex = value; fb = bumper; vehicle.deformMeshes.Add(bumper.GetComponent <MeshFilter>()); vehicle.DamageInit(); }
/// <summary> /// Set All Suspension targetPositions. It changes targetPosition of the all WheelColliders. /// </summary> public static void SetAllSuspensionsTargetPos(VehiclePhysics vehicle, float targetPosition) { if (!CheckVehicle(vehicle)) { return; } targetPosition = Mathf.Clamp01(targetPosition); JointSpring spring1 = vehicle.RearLeftWheelCollider.wheelCollider.suspensionSpring; spring1.targetPosition = 1f - targetPosition; vehicle.RearLeftWheelCollider.wheelCollider.suspensionSpring = spring1; JointSpring spring2 = vehicle.RearRightWheelCollider.wheelCollider.suspensionSpring; spring2.targetPosition = 1f - targetPosition; vehicle.RearRightWheelCollider.wheelCollider.suspensionSpring = spring2; JointSpring spring3 = vehicle.FrontLeftWheelCollider.wheelCollider.suspensionSpring; spring3.targetPosition = 1f - targetPosition; vehicle.FrontLeftWheelCollider.wheelCollider.suspensionSpring = spring3; JointSpring spring4 = vehicle.FrontRightWheelCollider.wheelCollider.suspensionSpring; spring4.targetPosition = 1f - targetPosition; vehicle.FrontRightWheelCollider.wheelCollider.suspensionSpring = spring4; OverrideVehicle(vehicle); }
void Start() { Player = GameObject.FindGameObjectWithTag("Player"); PlayerPhysics = Player.GetComponent <VehiclePhysics>(); Stick = GameObject.FindGameObjectWithTag("JoyStick"); ResetButton = GameObject.Find("ResetButton"); }
public WheelComponent( GameObject vehiclePhysics ) { mainVehiclePhysics = vehiclePhysics.GetComponent<VehiclePhysics>( ); vehicleColliders = mainVehiclePhysics.vehicleWheels; SetupWheelObjects( ); CalculateDistanceBetweenAxles( ); CalculateDistanceBetweenRearWheels( ); }
public override void InitializeAgent() { vehiclePhys = GetComponent <VehiclePhysics>(); vehiclePhys.vehicleBody.centerOfMass = new Vector3(0f, 0.2f, 0.25f); this.distanceReward = 0f; vehiclePhys.distFromGoalX = 0f; vehiclePhys.distFromGoalZ = 0f; }
private void Start() { dT = GameObject.Find("GlobalDataHolder").GetComponent <Datas>(); Player = dT.Player; vP = GetComponent <VehiclePhysics>(); vP.setForwardSpeed(normalForwardSpeed); endlrd = GameObject.Find("WorldCreator").GetComponent <EndlessRoadScript>(); }
/// <summary> /// Enable / Disable Smoke Particles. You can use it for previewing current wheel smokes. /// </summary> public static void SetSmokeParticle(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.PreviewSmokeParticle(state); }
/// <summary> /// Enable / Disable TCS. /// </summary> public static void SetTCS(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.TCS = state; }
/// <summary> /// Enable / Disable Steering Helper. /// </summary> public static void SetSH(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.steeringHelper = state; }
/// <summary> /// Sets Body Color /// </summary> public static void SetCarBodyColor(VehiclePhysics vehicle, Color color) { if (!CheckVehicle(vehicle)) { return; } vehicle.carProperties.carMaterial.color = color; }
/// <summary> /// Sets glossiness of the paint /// </summary> public static void SetPaintGlossiness(VehiclePhysics vehicle, float value) { if (!CheckVehicle(vehicle)) { return; } vehicle.carProperties.carMaterial.SetFloat("_Glossiness", value); }
/// <summary> /// Sets glossiness of the RIM /// </summary> public static void SetRIMPaintGlossiness(VehiclePhysics vehicle, float value) { if (!CheckVehicle(vehicle)) { return; } ChangableWheels.Instance.wheels[wheelIndex].material.SetFloat("_Glossiness", value); }
/// <summary> /// Updates Vehicle while vehicle is inactive. /// </summary> public static void OverrideVehicle(VehiclePhysics vehicle) { if (!CheckVehicle(vehicle)) { return; } vehicle.isSleeping = false; }
public static bool CheckVehicle(VehiclePhysics vehicle) { if (!vehicle) { Debug.LogError("Vehicle is missing!"); return(false); } return(true); }
void Start() { curlap = 0; billy = 0.0f; Checkpoint1 = GameObject.Find("Start"); Checkpoint2 = GameObject.Find("Check2"); hitcheck = GameObject.FindGameObjectWithTag("Player").GetComponent <VehiclePhysics>(); Lapcounter = GameObject.Find("Butooon").GetComponent <ButtonManager>().laps; }
/// <summary> /// Enable / Disable Rev Limiter. /// </summary> public static void SetRevLimiter(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.useRevLimiter = state; OverrideVehicle(vehicle); }
/// <summary> /// Set Drivetrain Mode. /// </summary> public static void SetDrivetrainMode(VehiclePhysics vehicle, VehiclePhysics.WheelType mode) { if (!CheckVehicle(vehicle)) { return; } vehicle._wheelTypeChoise = mode; OverrideVehicle(vehicle); }
/// <summary> /// Enable / Disable Counter Steering while vehicle is drifting. Useful for avoid spinning. /// </summary> public static void SetCounterSteering(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.applyCounterSteering = state; OverrideVehicle(vehicle); }
/// <summary> /// Set Gear Shifting Threshold. Automatic gear will shift up at earlier rpm on lower values. Automatic gear will shift up at later rpm on higher values. /// </summary> public static void SetGearShiftingThreshold(VehiclePhysics vehicle, float targetValue) { if (!CheckVehicle(vehicle)) { return; } vehicle.gearShiftingThreshold = targetValue; OverrideVehicle(vehicle); }
/// <summary> /// Set Clutch Threshold. Automatic gear will shift up at earlier rpm on lower values. Automatic gear will shift up at later rpm on higher values. /// </summary> public static void SetClutchThreshold(VehiclePhysics vehicle, float targetValue) { if (!CheckVehicle(vehicle)) { return; } vehicle.clutchInertia = targetValue; OverrideVehicle(vehicle); }
/// <summary> /// Enable / Disable Turbo. /// </summary> public static void SetTurbo(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.useTurbo = state; OverrideVehicle(vehicle); }
/// <summary> /// Set Steering Helper strength. /// </summary> public static void SetSHStrength(VehiclePhysics vehicle, float value) { if (!CheckVehicle(vehicle)) { return; } vehicle.steeringHelper = true; vehicle.steerHelperLinearVelStrength = value; vehicle.steerHelperAngularVelStrength = value; }
/// <summary> /// Enable / Disable Exhaust Flames. /// </summary> public static void SetUseExhaustFlame(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.useExhaustFlame = state; OverrideVehicle(vehicle); }
/// <summary> /// Set Maximum Brake of the vehicle. /// </summary> public static void SetMaximumBrake(VehiclePhysics vehicle, float targetValue) { if (!CheckVehicle(vehicle)) { return; } vehicle.brakeTorque = Mathf.Clamp(targetValue, 0f, 50000f); OverrideVehicle(vehicle); }
/// <summary> /// Set Maximum Speed of the vehicle. /// </summary> public static void SetMaximumSpeed(VehiclePhysics vehicle, float targetValue) { if (!CheckVehicle(vehicle)) { return; } vehicle.maxspeed = Mathf.Clamp(targetValue, 10f, 300f); OverrideVehicle(vehicle); }
/// <summary> /// Enable / Disable Clutch Margin. /// </summary> public static void SetClutchMargin(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } vehicle.useClutchMarginAtFirstGear = state; OverrideVehicle(vehicle); }
/// <summary> /// Enable / Disable Exhaust Flame Particles. /// </summary> public static void SetExhaustFlame(VehiclePhysics vehicle, bool state) { if (!CheckVehicle(vehicle)) { return; } Exhaust[] exhausts = vehicle.GetComponentsInChildren <Exhaust>(); foreach (Exhaust exhaust in exhausts) { exhaust.previewFlames = state; } }
/// <summary> /// Sets RIM Color /// </summary> public static void SetRimColor(VehiclePhysics vehicle, Color color) { if (!CheckVehicle(vehicle)) { return; } ChangableWheels.Instance.wheels[wheelIndex].material.color = color; if (ChangableWheels.Instance.wheels[wheelIndex].material2) { ChangableWheels.Instance.wheels[wheelIndex].material2.color = color; } }
/// <summary> /// Set Rear Suspension Spring Damper. /// </summary> public static void SetRearSuspensionsSpringDamper(VehiclePhysics vehicle, float targetValue) { if (!CheckVehicle(vehicle)) { return; } JointSpring spring = vehicle.RearLeftWheelCollider.GetComponent <WheelCollider>().suspensionSpring; spring.damper = targetValue; vehicle.RearLeftWheelCollider.GetComponent <WheelCollider>().suspensionSpring = spring; vehicle.RearRightWheelCollider.GetComponent <WheelCollider>().suspensionSpring = spring; OverrideVehicle(vehicle); }
public void Start ( ) { vehiclePhysics = GetComponent<VehiclePhysics>( ); wheelComponent = vehiclePhysics.wheelComponent; }
void Start ( ) { //vehicle = GetComponent<VehicleParent>( ); vehicle = GetComponent<VehiclePhysics>( ); }