public void FixedUpdate()
    {
        if (PhotonEngine.Instance.IsServer)
        {
            _networkInterface.RequestClientInputs();

            UpdateInputs();

            _networkInterface.SendServerTransform();
        }

        else
        {
            _networkInterface.RequestServerTransform();

            UpdateTransform();

            if (_networkInterface.IsLocalPeer)
            {
                GetPlayerInputs();
            }

            _networkInterface.SendClientInputs(_powerInput, _turnInput, _isJumping);
        }

        _hoverMotor.Move(_powerInput, _turnInput);

        if (_isJumping)
        {
            _hoverMotor.Jump();
        }
    }
Exemple #2
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    void Update()
    {
        float xMov = Input.GetAxisRaw(inputSettings.xMovAxis);
        float zMov = Input.GetAxisRaw(inputSettings.zMovAxis);

        motor.Move(xMov, zMov);

        if (Input.GetButtonDown(inputSettings.sprintButton))
        {
            motor.Boost(true);
        }
        if (Input.GetButtonUp(inputSettings.sprintButton))
        {
            motor.Boost(false);
        }

        float xCam = Input.GetAxisRaw(inputSettings.xLookAxis);
        float yCam = Input.GetAxisRaw(inputSettings.yLookAxis);

        motor.Turn(xCam, yCam);

        if (Input.GetButtonDown(inputSettings.rightMouse))
        {
            this.PostNotification(ControllerChangeNotification, null);
        }
    }
    public void FixedUpdate()
    {
        GetPlayerInputs();

        _hoverMotor.Move(_powerInput, _turnInput);

        if (_isJumping)
        {
            _hoverMotor.Jump();
        }
    }
Exemple #4
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    private void FixedUpdate()
    {
        float powerInput = Input.GetAxis("Vertical");
        float turnInput  = Input.GetAxis("Horizontal");

        HoverCar.Move(powerInput, turnInput);

        if (Input.GetButtonDown("Jump"))
        {
            HoverCar.Jump();
        }
    }
    // Update is called once per frame

    void FixedUpdate()
    {
        if (_m_Target == null || !_m_Driving)
        {
            return;
        }

        Vector3 fwd = transform.forward;


        float desiredSpeed = _hoverMotor.MaxSpeed;


        // check out the angle of our target compared to the current direction of the car

        float approachingCornerAngle = Vector3.Angle(_m_Target.forward, fwd);

        // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle

        float spinningAngle = _m_Rigidbody.angularVelocity.magnitude * _m_CautiousAngularVelocityFactor;

        // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount

        float cautiousnessRequired = Mathf.InverseLerp(0, _m_CautiousMaxAngle,
                                                       Mathf.Max(spinningAngle,
                                                                 approachingCornerAngle));

        desiredSpeed = Mathf.Lerp(_hoverMotor.MaxSpeed, _hoverMotor.MaxSpeed * _m_CautiousSpeedFactor,
                                  cautiousnessRequired);

        // Evasive action due to collision with other cars:

        // our target position starts off as the 'real' target position

        Vector3 offsetTargetPos = _m_Target.position;

        // if are we currently taking evasive action to prevent being stuck against another car:

        if (Time.time < _m_AvoidOtherCarTime)
        {
            // slow down if necessary (if we were behind the other car when collision occured)

            desiredSpeed *= _m_AvoidOtherCarSlowdown;

            // and veer towards the side of our path-to-target that is away from the other car

            offsetTargetPos += _m_Target.right * _m_AvoidPathOffset;
        }

        else
        {
            // no need for evasive action, we can just wander across the path-to-target in a random way,
            // which can help prevent AI from seeming too uniform and robotic in their driving

            offsetTargetPos += _m_Target.right *
                               (Mathf.PerlinNoise(Time.time * _m_LateralWanderSpeed, _m_RandomPerlin) * 2 - 1) *
                               _m_LateralWanderDistance;
        }

        // use different sensitivity depending on whether accelerating or braking:

        float accelBrakeSensitivity = (desiredSpeed < _hoverMotor.CurrentSpeed)
                                          ? _m_BrakeSensitivity
                                          : _m_AccelSensitivity;

        // decide the actual amount of accel/brake input to achieve desired speed.

        float accel = Mathf.Clamp((desiredSpeed - _hoverMotor.CurrentSpeed) * accelBrakeSensitivity, -1, 1);

        // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
        // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race

        accel *= (1 - _m_AccelWanderAmount) +
                 (Mathf.PerlinNoise(Time.time * _m_AccelWanderSpeed, _m_RandomPerlin) * _m_AccelWanderAmount);

        // calculate the local-relative position of the target, to steer towards

        Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos);

        // work out the local angle towards the target

        float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg;

        // get the amount of steering needed to aim the car towards the target

        float steer = Mathf.Clamp(targetAngle * _m_SteerSensitivity, -1, 1) * Mathf.Sign(_hoverMotor.CurrentSpeed);

        // feed input to the car controller.

        _hoverMotor.Move(-accel, steer);
    }