private void ProcessAccelerating() { _vehicleRb = HandlingObject.GetComponent <Rigidbody2D>(); var currentSpeed = _vehicleRb.velocity.y; var maxSpeed = _currentVehicle.Performance.MaxSpeed; var vehicleAcceleration = _currentVehicle.Performance.Acceleration; var acceleration = vehicleAcceleration - vehicleAcceleration * currentSpeed / maxSpeed; var curAngle = HandlingObject.transform.rotation.eulerAngles.z; // Turned right if (curAngle < 359 && curAngle > 1) { acceleration *= 0.5f; } _vehicleRb.AddForce(HandlingObject.transform.up * acceleration); Debug.DrawRay( HandlingObject.transform.position, HandlingObject.transform.up * acceleration, Color.green, 0); }
private void SetSpecifications() { HandlingObject.GetComponent <Rigidbody2D>().mass = _currentVehicle.Mass; }
private void SetSpecifications() { HandlingObject.GetComponent <Rigidbody2D>().mass = _currentVehicle.Performance.Mass; _debugLabel = GameObject.Find("Direction").GetComponent <Text>(); }