void FixedUpdate() { //玩家控制键盘输入 AD键控制赛车方向,WS键分别控制赛车前进、后退,空格键控制手闸 float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); float handbrake = Input.GetAxis("Jump"); //将玩家输入的参数值传入CarMove函数 _car.CarMove(h, v, v, handbrake); }
void OnJoystickMove(MovingJoystick move) { Debug.Log("Arrive"); // Debug.Log ("accel:" + accel.ToString()); if (move.joystickName != "MoveJoystick") { return; } //获取摇杆中心偏移的坐标 float joyPositionX = move.joystickAxis.x; float joyPositionY = move.joystickAxis.y; if (joyPositionY != 0 || joyPositionX != 0) { float h = 0; float v = 0; float handbreak = 0; if (joyPositionX > 0) { h = 1; } else { h = -1; } if (joyPositionY > 0) { v = 1; } else { v = -1; } _car.CarMove(h, v, v, handbreak); } }
void OnJoystickMove(MovingJoystick move) { Debug.Log("Arrive"); // Debug.Log ("accel:" + accel.ToString()); if (move.joystickName != "MovingJoystick") { return; } //获取摇杆中心偏移的坐标 float joyPositionX = move.joystickAxis.x; float joyPositionY = move.joystickAxis.y; Debug.Log("joyPositionX:" + joyPositionX); Debug.Log("joyPositionY:" + joyPositionY); if (joyPositionY != 0 || joyPositionX != 0) { // float h = 0; // float v = 0; float handbreak = 0; // if (joyPositionX > 0) { // h = 1; // } else { // h = -1; // } // // if (joyPositionY > 0) { // v = 1; // } else { // v = -1; // } _car.CarMove(joyPositionX, joyPositionY, joyPositionY, handbreak); } }
private void FixedUpdate() { if (m_Target == null || !m_Driving) { m_CarController.CarMove(0, 500f, 0f, 0f); } else { Vector3 fwd = transform.forward; if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed * 0.1f) { fwd = m_Rigidbody.velocity; } float desiredSpeed = m_CarController.MaxSpeed; // now it's time to decide if we should be slowing down... switch (m_BrakeCondition) { case BrakeCondition.TargetDirectionDifference: { // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. // check out the angle of our target compared to the current direction of the car float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle, Mathf.Max(spinningAngle, approachingCornerAngle)); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.TargetDistance: { // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to // head for a stationary target and come to rest when it arrives there. // check out the distance to target Vector3 delta = m_Target.position - transform.position; float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.Max( Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.NeverBrake: break; } // Evasive action due to collision with other cars: // our target position starts off as the 'real' target position Vector3 offsetTargetPos = m_Target.position; // if are we currently taking evasive action to prevent being stuck against another car: if (Time.time < m_AvoidOtherCarTime) { // slow down if necessary (if we were behind the other car when collision occured) desiredSpeed *= m_AvoidOtherCarSlowdown; // and veer towards the side of our path-to-target that is away from the other car offsetTargetPos += m_Target.right * m_AvoidPathOffset; } else { // no need for evasive action, we can just wander across the path-to-target in a random way, // which can help prevent AI from seeming too uniform and robotic in their driving offsetTargetPos += m_Target.right * (Mathf.PerlinNoise(Time.time * m_LateralWanderSpeed, m_RandomPerlin) * 2 - 1) * m_LateralWanderDistance; } // use different sensitivity depending on whether accelerating or braking: float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed) ? m_BrakeSensitivity : m_AccelSensitivity; // decide the actual amount of accel/brake input to achieve desired speed. float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed) * accelBrakeSensitivity, -1, 1); // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race accel *= (1 - m_AccelWanderAmount) + (Mathf.PerlinNoise(Time.time * m_AccelWanderSpeed, m_RandomPerlin) * m_AccelWanderAmount); // calculate the local-relative position of the target, to steer towards Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); // work out the local angle towards the target float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; // get the amount of steering needed to aim the car towards the target float steer = Mathf.Clamp(targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign(m_CarController.CurrentSpeed); // feed input to the car controller. m_CarController.CarMove(steer, accel, accel, 0f); // if appropriate, stop driving when we're close enough to the target. if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) { m_Driving = false; } } }