void Set_Physics_Wheel(GameObject wheelObject, string direction)
        {
            // Rigidbody
            Rigidbody rigidbody = wheelObject.AddComponent <Rigidbody>();

            rigidbody.mass = Wheel_MassProp.floatValue;
            // HingeJoint
            HingeJoint hingeJoint = wheelObject.AddComponent <HingeJoint>();

            hingeJoint.anchor        = Vector3.zero;
            hingeJoint.axis          = new Vector3(0.0f, 1.0f, 0.0f);
            hingeJoint.connectedBody = thisTransform.parent.gameObject.GetComponent <Rigidbody>();
            // Drive_Wheel_CS
            Drive_Wheel_CS driveScript = wheelObject.AddComponent <Drive_Wheel_CS>();

            driveScript.This_Rigidbody = rigidbody;
            driveScript.Is_Left        = (direction == "L");
            driveScript.Parent_Script  = thisTransform.GetComponent <Drive_Wheel_Parent_CS>();
            // Wheel_Resize_CS
            if (Wheel_ResizeProp.boolValue)
            {
                Wheel_Resize_CS resizeScript = wheelObject.AddComponent <Wheel_Resize_CS>();
                resizeScript.ScaleDown_Size = ScaleDown_SizeProp.floatValue;
                resizeScript.Return_Speed   = Return_SpeedProp.floatValue;
            }
            // Fix_Shaking_Rotation_CS
            Fix_Shaking_Rotation_CS fixScript = wheelObject.AddComponent <Fix_Shaking_Rotation_CS>();

            fixScript.Is_Left        = (direction == "L");
            fixScript.This_Transform = wheelObject.transform;
            // Stabilizer_CS
            Stabilizer_CS stabilizerScript = wheelObject.AddComponent <Stabilizer_CS>();

            stabilizerScript.This_Transform = wheelObject.transform;
            stabilizerScript.Is_Left        = (direction == "L");
            stabilizerScript.Initial_Pos_Y  = wheelObject.transform.localPosition.y;
            stabilizerScript.Initial_Angles = wheelObject.transform.localEulerAngles;
        }
Exemple #2
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        void Create_Wheel(string direction, int number)
        {
            // Create gameobject & Set parent.
            GameObject wheelObject = new GameObject("RoadWheel_" + direction + "_" + number);

            wheelObject.transform.parent = thisTransform;
            // Set position.
            Vector3 pos;

            if (Set_IndividuallyProp.boolValue)
            {
                pos.x = Mathf.Sin(Mathf.Deg2Rad * (180.0f + Sus_AnglesProp.GetArrayElementAtIndex(number - 1).floatValue)) * Sus_LengthProp.floatValue;
                pos.z = Mathf.Cos(Mathf.Deg2Rad * (180.0f + Sus_AnglesProp.GetArrayElementAtIndex(number - 1).floatValue)) * Sus_LengthProp.floatValue;
            }
            else
            {
                pos.x = Mathf.Sin(Mathf.Deg2Rad * (180.0f + Sus_AngleProp.floatValue)) * Sus_LengthProp.floatValue;
                pos.z = Mathf.Cos(Mathf.Deg2Rad * (180.0f + Sus_AngleProp.floatValue)) * Sus_LengthProp.floatValue;
            }
            pos.z -= SpacingProp.floatValue * (number - 1);
            pos.y  = Wheel_DistanceProp.floatValue / 2.0f;
            if (direction == "R")
            {
                pos.y *= -1.0f;
            }
            wheelObject.transform.localPosition = pos;
            // Set rotation.
            if (direction == "L")               // Left
            {
                wheelObject.transform.localRotation = Quaternion.Euler(Vector3.zero);
            }
            else                 // Right
            {
                wheelObject.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 180);
            }
            // Mesh
            if (Wheel_MeshProp.objectReferenceValue)
            {
                MeshFilter meshFilter = wheelObject.AddComponent <MeshFilter> ();
                meshFilter.mesh = Wheel_MeshProp.objectReferenceValue as Mesh;
                MeshRenderer meshRenderer = wheelObject.AddComponent <MeshRenderer> ();
                Material[]   materials    = new Material [Wheel_Materials_NumProp.intValue];
                for (int i = 0; i < materials.Length; i++)
                {
                    materials [i] = Wheel_MaterialsProp.GetArrayElementAtIndex(i).objectReferenceValue as Material;
                }
                meshRenderer.materials = materials;
            }
            // Rigidbody
            Rigidbody rigidbody = wheelObject.AddComponent <Rigidbody> ();

            rigidbody.mass = Wheel_MassProp.floatValue;
            // HingeJoint
            HingeJoint hingeJoint = wheelObject.AddComponent <HingeJoint> ();

            hingeJoint.anchor        = Vector3.zero;
            hingeJoint.axis          = new Vector3(0.0f, 1.0f, 0.0f);
            hingeJoint.connectedBody = thisTransform.Find("Suspension_" + direction + "_" + number).gameObject.GetComponent <Rigidbody> ();
            // SphereCollider
            SphereCollider sphereCollider = wheelObject.AddComponent <SphereCollider> ();

            sphereCollider.radius   = Wheel_RadiusProp.floatValue;
            sphereCollider.center   = Vector3.zero;
            sphereCollider.material = Collider_MaterialProp.objectReferenceValue as PhysicMaterial;
            // Drive_Wheel_CS
            Drive_Wheel_CS driveScript = wheelObject.AddComponent <Drive_Wheel_CS> ();

            driveScript.This_Rigidbody = rigidbody;
            driveScript.Is_Left        = (direction == "L");
            driveScript.Parent_Script  = thisTransform.GetComponent <Drive_Wheel_Parent_CS>();
            // Fix_Shaking_Rotation_CS
            if (Fit_ST_FlagProp.boolValue == false)               // for Physics Tracks
            {
                Fix_Shaking_Rotation_CS fixScript = wheelObject.AddComponent <Fix_Shaking_Rotation_CS>();
                fixScript.Is_Left        = (direction == "L");
                fixScript.This_Transform = wheelObject.transform;
            }
            // Wheel_Resize_CS
            if (Fit_ST_FlagProp.boolValue == false)               // for Physics Tracks
            {
                if (Wheel_ResizeProp.boolValue)
                {
                    Wheel_Resize_CS resizeScript = wheelObject.AddComponent <Wheel_Resize_CS> ();
                    resizeScript.ScaleDown_Size = ScaleDown_SizeProp.floatValue;
                    resizeScript.Return_Speed   = Return_SpeedProp.floatValue;
                }
            }
            // Stabilizer_CS
            Stabilizer_CS stabilizerScript = wheelObject.AddComponent <Stabilizer_CS>();

            stabilizerScript.This_Transform = wheelObject.transform;
            stabilizerScript.Is_Left        = (direction == "L");
            stabilizerScript.Initial_Pos_Y  = wheelObject.transform.localPosition.y;
            stabilizerScript.Initial_Angles = wheelObject.transform.localEulerAngles;
            // Set Layer
            wheelObject.layer = Layer_Settings_CS.Wheels_Layer;
        }