// Update is called once per frame void Update() { if (!target && GameObject.FindGameObjectWithTag("Player")) { //Debug.Log("seteando player"); target = GameObject.FindGameObjectWithTag("Player").transform; car_controller = target.GetComponent <Car_Controller>(); } }
void Start() { movement = transform.parent.gameObject.GetComponent <Player_Movement>(); cam_shaker = transform.parent.gameObject.GetComponent <Camera_Shake>(); carController = transform.parent.gameObject.GetComponent <Car_Controller>(); lapCheckPointCount = 0; totalCheckPointCount = 0; playerNumber = carController.playerNumber; }
void Start() { if (SceneManager.GetActiveScene().name == "Main_Menu") { mainMenu = true; } else { mainMenu = false; } horseClop = HORSECLOP.NONE; carController = GetComponent <Car_Controller>(); body = GetComponent <Rigidbody2D>(); if (carController.playerNumber == 1) { playerNumber = 1; } else if (carController.playerNumber == 2) { playerNumber = 2; } breaking = false; speedMagnitude += acceleration; if (carController.playerNumber == 1) { goRight = KeyCode.B; goLeft = KeyCode.V; goLeftAlt = KeyCode.Joystick1Button0; goRightAlt = KeyCode.Joystick1Button3; boost = "Player1_Boost"; } else { goRight = KeyCode.Keypad2; goLeft = KeyCode.Keypad1; goLeftAlt = KeyCode.Joystick2Button0; goRightAlt = KeyCode.Joystick2Button3; boost = "Player2_Boost"; } }
void Awake() { car_controller = GetComponent <Car_Controller>(); randomValue = Random.value * 100; }
// This function is responsible for spawning a car based on a Car_Class input. It will return a Car_Class // with references to the spawned objects of that car. public Car_Class SpawnCar(Car_Class car) { // If wheel amount is not affected by evolution, make sure every car has 2 wheels if (!main.wheelAmountAffectedByEvolution) { car.Wheels = car.Wheels.GetRange(0, 2); for (int i = 0; i < 2; i++) { if (car.Wheels.Count <= 1) { car.Wheels.Add(new Wheel(new GameObject("Wheel WTF"), new Vector2(-1, -1), new Suspension(5, 0.5f), 1)); } } } // Create a parent object that all other objects can be listed under in the hierarchy string carParentName = car.CarParent.name; Destroy(car.CarParent); if (carParentName == "") { carParentName = "Car"; } car.CarParent = new GameObject(carParentName); car.DNA[0] = car.CarParent; // Create the car body Destroy(car.Body); car.Body = Instantiate(bodyPrefab, emptyVector3, emptyQuaternion, car.CarParent.transform); car.DNA[1] = car.Body; car.Body.transform.localScale = car.Size; // Make sure the body has a body tag, so we can exclude it from colliding with other cars. car.Body.layer = 8; // Determine the cars weight based on scale float mass = car.Size.x * car.Size.y * 100 * main.percentageOfCalculatedMass; if (mass < main.lowestMass) { mass = main.lowestMass; } car.Body.GetComponent <Rigidbody2D>().mass = mass; // Initialize the car controller component on the car body Car_Controller car_controller = car.Body.GetComponent <Car_Controller>(); // Setup the engine car_controller.EngineSpeed = car.Engine.EngineSpeed; car_controller.MaxMotorTorque = car.Engine.MaxMotorTorque; car_controller.CarRotationTorque = car.Engine.CarRotationTorque; // Prepare the car driver car_controller.CorrectionCone = car.Driver.CorrectionCone; car_controller.AccelerationCone = car.Driver.AccelerationCone; if (car.Driver.CorrectionCone != 0 || car.Driver.AccelerationCone != 0) { car_controller.hasDriver = true; } // Add the wheels float carLengthX = car.Body.GetComponent <SpriteRenderer>().bounds.size.x *(1 / car.Size.x) / 2; float carLengthY = car.Body.GetComponent <SpriteRenderer>().bounds.size.y *(1 / car.Size.y) / 2; foreach (Wheel wheel in car.Wheels) { // Get the position and instantiate the wheel object Vector3 wheelPos = new Vector3(Map(wheel.Position.x, -1, 1, carLengthX * -1, carLengthX), Map(wheel.Position.y, -1, 1, carLengthY * -1, carLengthY), 0); wheel.WheelGO = Instantiate(wheelPrefab, wheelPos, emptyQuaternion, car.CarParent.transform); // Add the wheel join WheelJoint2D wheelJoint = car.Body.AddComponent <WheelJoint2D>(); wheelJoint.connectedBody = wheel.WheelGO.GetComponent <Rigidbody2D>(); wheelJoint.anchor = wheelPos; // Set wheels graphical size wheel.WheelGO.GetComponent <SpriteRenderer>().size = new Vector3(wheel.SizeX, wheel.SizeX); // Add wheel to the car tag, to avoid cars colliding with each other wheel.WheelGO.layer = 8; // Setup the suspension wheelJoint.suspension = new JointSuspension2D { frequency = wheel.Suspension.Stiffness, dampingRatio = wheel.Suspension.DampingRatio, angle = 90 }; } car.Body.GetComponent <Car_Controller>().wheels = car.Body.GetComponents <WheelJoint2D>(); car.DNA[3] = car.Wheels; return(car); }
// Start is called before the first frame update void Start() { car_controller = Car.gameObject.GetComponent <Car_Controller>(); InitServer(); }
public void OnEnable() { m_target = (Car_Controller)target; }
// Update is called once per frame void Update() { Debug.Log("X HEAD: " + head.transform.eulerAngles.x); Debug.Log("Y HEAD: " + head.transform.eulerAngles.y); Debug.Log("Z HEAD: " + head.transform.eulerAngles.z); if (!target && GameObject.FindGameObjectWithTag("Player")) { Debug.Log("seteando player"); target = GameObject.FindGameObjectWithTag("Player").transform; car_controller = target.GetComponent <Car_Controller>(); } if (target && GameObject.FindGameObjectWithTag("Player")) { /** * ALGORITMO PARA DOBLAR CON LA CABEZA */ if (head.transform.eulerAngles.z > 15 && head.transform.eulerAngles.z < 90) { car_controller.steerInput = Mathf.Clamp(-1, -1, 1); Debug.Log("HEAD doblando izquierda"); } else if (head.transform.eulerAngles.z < 345 && head.transform.eulerAngles.z > 270) { car_controller.steerInput = Mathf.Clamp(1, -1, 1); Debug.Log("HEAD doblando derecha"); } else { car_controller.steerInput = Mathf.Clamp(0, -1, 1); Debug.Log("HEAD centrando"); } /** * ALGORITMO PARA ACELERAR O RETROCEDER CON LA CABEZA */ if (head.transform.eulerAngles.x < 350 && head.transform.eulerAngles.x > 250) { //retrocede Debug.Log("HEAD retrocediendo"); car_controller.motorInput = Mathf.Clamp01(0); car_controller.brakeInput = Mathf.Clamp01(1); } else if (head.transform.eulerAngles.x >= 0 && head.transform.eulerAngles.x < 100) { //acelera Debug.Log("HEAD acelerando"); car_controller.motorInput = Mathf.Clamp01(1); car_controller.brakeInput = Mathf.Clamp01(0); } else { car_controller.motorInput = Mathf.Clamp01(0); car_controller.brakeInput = Mathf.Clamp01(0); } } //Debug.Log(IRDSStatistics.GetCurrentCar().GetPosition().x+""); //Debug.Log("x:"+GameObject.FindGameObjectWithTag("Player").transform.position.x); /* * MagnetSensor.OnCardboardTrigger += triggered; * if(carinput==null)carinput=GetComponent< IRDSCarControllInput > (); * if (Cardboard.SDK.CardboardTriggered) * { * Debug.Log("trigger Update"); * carinput.setHandBrakeInput (1); * carinput.setBrakeInput(1); * * * * } * if (Cardboard.SDK.Triggered) * { * Debug.Log("trigger Update"); * carinput.setHandBrakeInput (1); * carinput.setBrakeInput(1); * * * } */ //Debug.Log (""+carinput.GetPosition); //transform.position = carinput.GetPosition; }
// Update is called once per frame void Update() { //Debug.Log ("X HEAD: "+head.transform.eulerAngles.x); //Debug.Log ("Y HEAD: "+head.transform.eulerAngles.y); //Debug.Log ("Z HEAD: "+head.transform.eulerAngles.z); if (!target && GameObject.FindGameObjectWithTag("Player")) { //Debug.Log("seteando player"); target = GameObject.FindGameObjectWithTag("Player").transform; car_controller = target.GetComponent <Car_Controller> (); } if (target && GameObject.FindGameObjectWithTag("Player")) { /** * ALGORITMO PARA DOBLAR CON LA CABEZA */ if (head.transform.eulerAngles.z > 5 && head.transform.eulerAngles.z < 90) { //formula= 90=1 // angulo=x // angulo/90 car_controller.steerInput = Mathf.Clamp(-(head.transform.eulerAngles.z / 90), -1, 1); //Debug.Log("HEAD doblando izquierda"); } else if (head.transform.eulerAngles.z < 359 && head.transform.eulerAngles.z > 270) { car_controller.steerInput = Mathf.Clamp((head.transform.eulerAngles.z - 360) / (-90), -1, 1); //Debug.Log("HEAD doblando derecha"); } else { car_controller.steerInput = Mathf.Clamp(0, -1, 1); //Debug.Log("HEAD centrando"); } /** * ALGORITMO PARA ACELERAR O RETROCEDER CON LA CABEZA */ if ((head.transform.eulerAngles.x < 360 && head.transform.eulerAngles.x > 160) || (head.transform.eulerAngles.x >= 0 && head.transform.eulerAngles.x < 20)) { //retrocede //Debug.Log("HEAD acelerando"); car_controller.motorInput = Mathf.Clamp01(1); car_controller.brakeInput = Mathf.Clamp01(0); } else if (head.transform.eulerAngles.x >= 20 && head.transform.eulerAngles.x < 150) { //acelera //Debug.Log("HEAD retrocediendo"); car_controller.motorInput = Mathf.Clamp01(0); car_controller.brakeInput = Mathf.Clamp01(1); } else { car_controller.motorInput = Mathf.Clamp01(0); car_controller.brakeInput = Mathf.Clamp01(0); } if (Input.GetKey(KeyCode.Return) && RaceManager.instance) { if (RaceManager.instance.raceStarted) { car_controller.Respawn(); } } } }
void Awake() { car_controller = GetComponent <Car_Controller>(); }