//-------------------------------------------------------------------------

        // get current received map position of vehicle and set the vehiclemarkes accordingly
        public void setVehiclePositions()
        {
            foreach (WbCompMapVehicle vehicle in vehicleMapMarkers)
            {
                // Positions
                foreach (KeyValuePair <VehicleID, Vector3> vehiclePositions in WbCompStateSyncReceiving.getInstance().getVehicleMapPositionList())
                {
                    if (vehiclePositions.Key.Equals(vehicle.vehicleId))
                    {
                        Vector3 pos = vehicle.transform.position;
                        vehicle.transform.position = Vector3.Lerp(pos, vehiclePositions.Value, Time.deltaTime * dampingFactor);
                    }
                }

                // Rotations
                foreach (KeyValuePair <VehicleID, Quaternion> vehicleRotations in WbCompStateSyncReceiving.getInstance().getVehicleMapRotationList())
                {
                    if (vehicleRotations.Key.Equals(vehicle.vehicleId))
                    {
                        Quaternion rot = vehicle.transform.rotation;
                        vehicle.transform.rotation = Quaternion.Lerp(rot, vehicleRotations.Value, Time.deltaTime * dampingFactor);
                    }
                }
            }
        }
示例#2
0
        //---------------------------------------------------------------------

        public void setInstrumentsOnUpdate()
        {
            float rpm   = WbCompStateSyncReceiving.getInstance().vehicleRPM;
            float speed = WbCompStateSyncReceiving.getInstance().vehicleSpeed;


            //rpm = 1800f;
            //speed = 80f;

            if (instrumentType == vehicleInstrumentType.RPM)
            {
                Quaternion prevRotation   = gameObject.transform.localRotation;
                float      rpmAngle       = Mathf.Lerp(0, maxRotation, Mathf.InverseLerp(0, 3500, rpm));
                Quaternion targetRotation = Quaternion.Euler(0f, 0f, rpmAngle);
                gameObject.transform.localRotation = Quaternion.Lerp(prevRotation, targetRotation, Time.deltaTime * this.dampingFactor);
            }
            if (instrumentType == vehicleInstrumentType.Speed)
            {
                Quaternion prevRotation   = gameObject.transform.localRotation;
                float      speedAngle     = Mathf.Lerp(0, maxRotation, Mathf.InverseLerp(0, 100, speed));
                Quaternion targetRotation = Quaternion.Euler(0f, 0f, speedAngle);
                gameObject.transform.localRotation = Quaternion.Lerp(prevRotation, targetRotation, Time.deltaTime * this.dampingFactor);
            }

            if (instrumentType == vehicleInstrumentType.Fuel)
            {
                float      zValue         = 55f;
                Quaternion prevRotation   = gameObject.transform.localRotation;
                Quaternion targetRotation = Quaternion.Euler(0f, 0f, zValue);
                gameObject.transform.localRotation = Quaternion.Lerp(prevRotation, targetRotation, Time.deltaTime * this.dampingFactor);
                if (this.setOnlyOnce && prevRotation.z > targetRotation.z - (targetRotation.z * 0.1))
                {
                    this.isActive = false;
                }
            }

            if (instrumentType == vehicleInstrumentType.BrakePressure)
            {
                float      zValue         = 70f;
                Quaternion prevRotation   = gameObject.transform.localRotation;
                Quaternion targetRotation = Quaternion.Euler(0f, 0f, zValue);
                gameObject.transform.localRotation = Quaternion.Lerp(prevRotation, targetRotation, Time.deltaTime * this.dampingFactor);
                if (this.setOnlyOnce && prevRotation.z > targetRotation.z - (targetRotation.z * 0.1))
                {
                    this.isActive = false;
                }
            }

            if (instrumentType == vehicleInstrumentType.Temperature)
            {
                float      zValue         = 48f;
                Quaternion prevRotation   = gameObject.transform.localRotation;
                Quaternion targetRotation = Quaternion.Euler(0f, 0f, zValue);
                gameObject.transform.localRotation = Quaternion.Lerp(prevRotation, targetRotation, Time.deltaTime * this.dampingFactor);
                if (this.setOnlyOnce && prevRotation.z > targetRotation.z - (targetRotation.z * 0.1))
                {
                    this.isActive = false;
                }
            }
        }
    //---------------------------------------------------------------------
    // Mono Behaviour
    //---------------------------------------------------------------------

    public void Awake()
    {
        WbCompStateSyncReceiving.instance = this;
    }