void calculateBearing() { CarAI otherCarAI = carHit.GetComponent <CarAI>(); ourDis = ownPath.Count - targetIndex; //-(0.1f*temp);//Vector3.Distance(transform.position,goal_pos); float otherDis = otherCarAI.ownPath.Count - otherCarAI.targetIndex; //-(0.1f*otherCarAI.temp);//Vector3.Distance(carHit.transform.position,otherCarAI.goal_pos); if (Aggressiveness < otherCarAI.Aggressiveness && !pathsCross(otherCarAI)) //ourDis>otherDis { temp++; waitTimer = 50; Vector3 vel = m_Car.GetComponent <Rigidbody>().velocity; if (transform.InverseTransformDirection(vel).z > 0.01) { newSpeed = -1; handBrake = 1; } else if (transform.InverseTransformDirection(vel).z < -0.01) { newSpeed = 1; handBrake = 1; } else { newSpeed = 0; handBrake = 1; } m_Car.Move(0, newSpeed, newSpeed, handBrake); } else { followPath(); } }
private void Start() { isGameNight = PersistentModel.Instance.GameNight; m_Renderer = GetComponent <Renderer>(); rearRightlight = gameObject.transform.GetComponent <Light>(); rearLeftlight = gameObject.transform.GetComponent <Light>(); lightMaterial = car.GetComponent <Vehicle>().lightMaterial; }
void Start() { GameObject path = GameObject.Find("Path").gameObject; road = path.GetComponent <Vertices>(); transform.position = road.trackedPoints[0]; Vector3 direction = road.trackedPoints[1] - road.trackedPoints[0]; transform.rotation = Quaternion.LookRotation(direction); trafficLights = GameObject.FindGameObjectsWithTag("TrafficLight") .Select(gameObject => gameObject.GetComponent <TrafficLightBehavior>()) .ToList(); rigid = m_Car.GetComponent <Rigidbody>(); }
float Braking(float newSteer) { Vector3 vel = m_Car.GetComponent <Rigidbody>().velocity; handBrake = 1; if (transform.InverseTransformDirection(vel).z > 0.01) { newSpeed = -1; } else if (transform.InverseTransformDirection(vel).z < -0.01) { newSpeed = 1; } else { newSpeed = 0; } m_Car.Move(newSteer, newSpeed, newSpeed, handBrake); return(transform.InverseTransformDirection(vel).z); }
void Awake() { rb = unityCar.GetComponent <Rigidbody>(); SavePosRot(); }
//Apply Constant Force void UpdateSteeringWheelRotation(float steer) { //steeringWheel.transform.localRotation = Quaternion.Euler (0, 0, -Input.GetAxis ("Horizontal")*90); //if (Input.GetKeyDown (KeyCode.F12)) //debugGUI = !debugGUI; float steer_copy = steer; int force = (int)Mathf.Round(Mathf.Abs(steer_copy) * Mathf.Sign(steer_copy) * m_Car.GetComponent <Rigidbody>().velocity.magnitude * 7); //Debug.Log(force); //Debug.Log(force); if (force > 0) { LogitechGSDK.LogiPlayConstantForce(0, force); } else if (force < 0) { LogitechGSDK.LogiPlayConstantForce(0, force); } else { if (LogitechGSDK.LogiIsPlaying(0, LogitechGSDK.LOGI_FORCE_CONSTANT)) { LogitechGSDK.LogiStopConstantForce(0); } } }
// Use this for initialization void Start() { carController.GetComponent <CarController>(); }
private void Start() { m_Renderer = GetComponent <Renderer>(); carA = GameObject.Find("Car"); to = car.GetComponent <TransformObject>(); }