// Update is called once per frame
    void FixedUpdate()
    {
        float steer     = Input.GetAxis("Horizontal");
        float accel     = Input.GetAxis("Vertical");
        float handBrake = Input.GetAxis("Jump");

        UpdateKaCheCheTiQiBuOrStop(accel, handBrake);
        UpdateKaCheFrontWheelLRRot(steer);
        FixKaCheRotPos();
        if (CarSpeedVal <= 0.5f && Mathf.Abs(accel) <= 0.05f)
        {
            if (!CarRig.isKinematic)
            {
                CarRig.isKinematic = true;

                CarRunState     = 0;
                IsRunKaCheWheel = false;
                for (int i = 0; i < CarBackWheelTwRot.Length; i++)
                {
                    CarBackWheelTwRot[i].enabled = false;
                }
            }
            return;
        }

        if (CarRig.isKinematic)
        {
            CarRig.isKinematic = false;
        }
        UpdateKaCheLunZiRot(accel);

        if (accel > 0f)
        {
            if (Vector3.Dot(CarRig.velocity, CarTr.forward) < 0f || CarSpeedVal < MinCarQianJinSpeed)
            {
                Vector3 minCarSpeed = CarTr.forward * MinCarQianJinSpeed;
                CarRig.velocity = Vector3.Lerp(CarRig.velocity, minCarSpeed, Time.deltaTime * 4f);
            }
        }

        if (accel < 0f)
        {
            if (Vector3.Dot(CarRig.velocity, -CarTr.forward) < 0f || CarSpeedVal < MaxCarHouTuiSpeed)
            {
                Vector3 minCarSpeed = -CarTr.forward * MaxCarHouTuiSpeed;
                CarRig.velocity = Vector3.Lerp(CarRig.velocity, minCarSpeed, Time.deltaTime * 4f);
            }

            if (CarSpeedVal >= MaxCarHouTuiSpeed)
            {
                accel = 0f;
            }
        }

        if (accel == 0f && CarSpeedVal > 0.2f)
        {
            Vector3 minCarSpeed = CarTr.forward * 0.1f;
            CarRig.velocity = Vector3.Lerp(CarRig.velocity, minCarSpeed, Time.deltaTime * 2f);
        }

        if ((handBrake > 0f && steer != 0f && CarSpeedVal > 30f) ||
            (IsActivePiaoYi && handBrake <= 0f && Time.realtimeSinceStartup - TimePiaoYiLast < DealyOverPiaoYiTime))
        {
            if (handBrake > 0f)
            {
                TimePiaoYiLast = Time.realtimeSinceStartup;
            }
            IsActivePiaoYi = true;
            handBrake      = 0f;
            XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed = 1f;
            steer = steer > 0f ? PiaoYiOffsetVal : -PiaoYiOffsetVal;
            CarController.m_MaximumSteerAngle = MaxAngleVal;
            if (Mathf.Abs(RealCarAngleY) < PiaoYiAngleVal)
            {
                float carAngleY = steer > 0f ? PiaoYiAngleVal : -PiaoYiAngleVal;
                if (!CarPiaoYiDirCom.enabled && RealCarAngleY == 0f)
                {
                    CarPiaoYiDirCom.from = Vector3.zero;
                    CarPiaoYiDirCom.to   = new Vector3(0f, carAngleY, 0f);
                    CarPiaoYiDirCom.ResetToBeginning();
                    CarPiaoYiDirCom.PlayForward();
                    CarPiaoYiDirCom.enabled = true;
                }
                RealCarAngleY = CarPiaoYiDirCom.transform.localScale.y;
                //Debug.Log("RealCarAngleY "+RealCarAngleY);

                if (Mathf.Abs(RealCarAngleY) >= PiaoYiAngleVal)
                {
                    RealCarAngleY = carAngleY;
                }
                RealCarTr.localEulerAngles = new Vector3(0f, RealCarAngleY, 0f);
            }
        }
        else
        {
            if (IsActivePiaoYi)
            {
                XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed = 0.5f;
                TimePiaoYiOver  = Time.realtimeSinceStartup;
                PiaoYiOverSpeed = CarSpeedVal;
            }
            IsActivePiaoYi = false;

            float rotSpeedVal = (CarSpeedVal / KeyRotSpeed) + MaxAngleVal;
            CarController.m_MaximumSteerAngle = Mathf.Clamp(rotSpeedVal, MinAngleVal, MaxAngleVal);
            if (RealCarAngleY != 0f)
            {
                RealCarAngleY           = 0f;
                CarPiaoYiDirCom.enabled = false;
                CarPiaoYiDirCom.ResetToBeginning();
                RealCarTr.parent           = null;
                CarTr.forward              = RealCarTr.forward;
                RealCarTr.parent           = CarTr;
                RealCarTr.localPosition    = Vector3.zero;
                RealCarTr.localEulerAngles = Vector3.zero;
                RealCarTr.localScale       = Vector3.one;
            }
        }

        if (Time.realtimeSinceStartup - TimePiaoYiOver < 2f)
        {
            Vector3 piaoYiSpeedVec = CarTr.forward * PiaoYiOverSpeed * 1.2f;
            CarRig.velocity = Vector3.Lerp(CarRig.velocity, piaoYiSpeedVec, Time.deltaTime * 15f);
        }
        else
        {
            if (!IsActivePiaoYi && XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed < 1f)
            {
//				float valSpeed = XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed;
                XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed += Time.deltaTime * 2f;
                if (XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed >= 0.97f)
                {
                    XKPlayerMoveCarCameraCtrl.PerCameraFollowSpeed = 1f;
                }
            }
        }

        CarController.Move(steer, accel, accel, handBrake);
        CheckDaoYanHit();
        UpdateKaCheCheTiRotZ(steer);
    }
    private void FixedUpdate()
    {
        if (m_Target == null || !m_Driving)
        {
            // Car should not be moving,
            // use handbrake to stop
        }
        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)
            if (localTarget.magnitude < m_ReachTargetThreshold)
            {
                m_Driving = false;
            }
        }
    }