// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); wheel = GetComponent <WheelColliderAdv>(); audioSource.clip = audioTireSqueal; audioSource.loop = true; audioSource.Play(); }
public CWWheelTorqueDistr(WheelColliderAdv _wheelColliderAdv, CWWheel _wheel, Rigidbody rigidbody, CWPacejka cWPacejka, bool _hasMotor) { wheelColliderAdv = _wheelColliderAdv; wheel = _wheel; rb = rigidbody; pacejka = cWPacejka; hasMotor = _hasMotor; //Start wheelMass = wheel.WheelMass; wheelRadius = wheel.Radius; J = wheelMass * wheelRadius * wheelRadius * 0.5f; slowdownFac *= (wheelMass / 15f); slowdownFacDamper *= (wheelMass / 15f); }
public CWWheel(WheelColliderAdv _wheelColliderAdv, Transform _transform, Rigidbody rigidbody, CWPacejka pacejkaParam, Transform wheelMeshParam, float _restLength, float _springTravel, float _springStiffness, float _springDamping, float _wheelRadius, float _wheelMass) { wheelColliderAdv = _wheelColliderAdv; transform = _transform; wheelMesh = wheelMeshParam; rb = rigidbody; pacejka = pacejkaParam; restLength = _restLength; springTravel = _springTravel; springStiffness = _springStiffness; springDamping = _springDamping; wheelRadius = _wheelRadius; wheelMass = _wheelMass; maxWheelVelocity = 20f; maxWheelVelocityAcc = 10f; antiRollStiffness = 0f; applyForceGround = true; smoothStep = true; slowCorrectionStart = 0.11f; slowCorrectionForce = 0.1f; wheelSphereJumpThreshold = 0.05f; wheelSphereJumpMaxAngle = 30f; wheelSphereJumpMinAngleNormals = 5f; wheelSphereJumpMinGroundTime = 0f; wheelSphereJumpNormalDistanceMin = 0.05f; wheelMaxForce = 10000000f; wheelMaxA = 10f; angularVelocity = 0f; fcSide = 1f; //Start minLength = restLength - springTravel; maxLength = restLength + springTravel; springLength = restLength; springLength = Mathf.Clamp(springLength, minLength, maxLength); springLengthOld = springLength; if (smoothStep) { GameObject instSphere = null; if (wheelSphere == null) { instSphere = new GameObject("(Inst) Car Sphere"); } else { instSphere = wheelSphere.gameObject; } CapsuleCollider sc = instSphere.AddComponent <CapsuleCollider>(); sc.radius = 0.5f; sc.direction = 0; sc.height = 3f; wheelSphere = instSphere.transform; wheelSphere.localScale = new Vector3(wheelRadius * 2f, wheelRadius * 2f, wheelRadius * 2f); wheelSphere.position = new Vector3(0f, -10000f, 0f); } }