public void Reset() { h = 0; v = 0; m_Car.Move(0, 0, 0, 0); m_Car.Reset(); Fitness = 0; distanceTraveled = 0; crashed = false; m_Car.m_Rigidbody.isKinematic = false; }
private void FixedUpdate() { // pass the input to the car! float h = Input.GetAxis("Oculus_CrossPlatform_SecondaryThumbstickHorizontal"); float v = Input.GetAxis("Oculus_CrossPlatform_SecondaryThumbstickVertical"); #if !MOBILE_INPUT float handbrake = Input.GetAxis("Jump"); m_Car.Move(h, v, v, handbrake); #else m_Car.Move(h, v, v, 0f); #endif }
private void FixedUpdate() { // pass the input to the car! float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); #if !MOBILE_INPUT float handbrake = Input.GetAxis("Jump"); m_Car.Move(h, v, v, handbrake); #else m_Car.Move(h, v, v, 0f); #endif }
private void FixedUpdate() { if (toucpadControl) { v = GetThrottleInput(); h = -GetSteeringInput(); } if (isTesting) { h = Input.GetAxis("Horizontal"); v = Input.GetAxis("Vertical"); } #if !MOBILE_INPUT // float handbrake = GetThrottleBreak(); m_Car.Move(h, v, v, handbrake); #else m_Car.Move(h, v, v, 0f); #endif }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene(0); } throttle = Input.GetAxis("Vertical"); steer = Input.GetAxis("Horizontal"); brake = Input.GetAxis("Jump"); m_Car.Move(steer, throttle, throttle, brake); }
private void FixedUpdate() { var dir = goal.position - m_Car.transform.position; var dirH = Vector3.Project(dir, m_Car.transform.right); var v = 0f; if (dir.magnitude > 5f) { v = 3; } var h = 0f; if (Vector3.Angle(dir, m_Car.transform.forward) < 15) { v = 3; } else { Debug.Log(dirH); if ((m_Car.transform.right + dirH.normalized / 2).magnitude > 1) { h = 3; } else { h = -3; } //h = -3; } var handbrake = 0f; //if(dir.magnitude < 2f) //{ // handbrake = 1; //} m_Car.Move(h, v, v, handbrake); }
private void FixedUpdate() { charge(); float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); // ü·Â¹Ùs ÄÚµå if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.DownArrow)) { energe_bar_green.fillAmount -= m_minusHp / m_totalHp; energe_color(); } // pass the input to the car! if ((box[0].transform.localPosition.x > -14) && (box[0].transform.localPosition.x < -8)) { stage[0].SetActive(true); } if ((box[1].transform.localPosition.x > -14) && (box[1].transform.localPosition.x < -8)) { stage[0].SetActive(true); } if ((box[4].transform.localPosition.x > -14) && (box[4].transform.localPosition.x < -8)) { stage[1].SetActive(true); } if ((box[5].transform.localPosition.x > -14) && (box[5].transform.localPosition.x < -8)) { stage[1].SetActive(true); } if ((box[8].transform.localPosition.x > -14) && (box[8].transform.localPosition.x < -8)) { stage[2].SetActive(true); } if ((box[9].transform.localPosition.x > -14) && (box[9].transform.localPosition.x < -8)) { stage[2].SetActive(true); } if ((box[10].transform.localPosition.x > -14) && (box[10].transform.localPosition.x < -8)) { stage[3].SetActive(true); } if ((box[11].transform.localPosition.x > -14) && (box[11].transform.localPosition.x < -8)) { stage[3].SetActive(true); } if ((box[12].transform.localPosition.x > -14) && (box[12].transform.localPosition.x < -8)) { stage[4].SetActive(true); } if ((box[13].transform.localPosition.x > -14) && (box[13].transform.localPosition.x < -8)) { stage[4].SetActive(true); } if (count < 6) { gameover.text = "ROUND " + count.ToString(); Timecount_player += Time.deltaTime; Timelabel_player.text = string.Format("{0:N2}", "Player " + Timecount_player); } else { gameover.text = "FINISH"; Timelabel_player.enabled = false; } #if !MOBILE_INPUT float handbrake = Input.GetAxis("Jump"); m_Car.Move(h, v, v, handbrake); #else m_Car.Move(h, v, v, 0f); #endif }
private void FixedUpdate() { if (m_Target == null || !m_Driving) { // Car should not be moving, // use handbrake to stop m_CarController.Move(0, 0, -1f, 1f); } 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.Move(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; } } }