// Update is called once per frame void Update() { Vector3 localTarget = ds.rb.gameObject.transform.InverseTransformPoint(target); float distanceToTarget = Vector3.Distance(target, ds.rb.gameObject.transform.position); float targetAngel = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; float steer = Mathf.Clamp(targetAngel * steeringSensitivility, -1, 1) * Mathf.Sign(ds.currentSpeed); float accel = 0.5f; float brake = 0; ds.Go(accel, steer, brake); if (distanceToTarget < 2)//threshold, make larger if car starts to circle waypoints { currentWP++; if (currentWP >= circuit.waypoints.Length) { currentWP = 0; } target = circuit.waypoints[currentWP].transform.position; } ds.CheckForSKid(); ds.CalculateEngineSound(); }
// Update is called once per frame void Update() { float a = Input.GetAxis("Vertical"); float s = Input.GetAxis("Horizontal"); float b = Input.GetAxis("Jump"); ds.Go(a, s, b); ds.CheckForSKid(); ds.CalculateEngineSound(); }