private void FixedUpdate() { // pass the input to the car! //double h = gain * CrossPlatformInputManager.GetAxis("Horizontal"); double hh = Input.GetAxis("Horizontal"); //double v = gain * CrossPlatformInputManager.GetAxis("Vertical"); double vv = Input.GetAxis("Vertical"); //double h_raw = Input.GetAxisRaw("Horizontal"); //double v_raw = Input.GetAxisRaw("Vertical"); //Debug.Log("Horizontal: " + hh.ToString()); //Debug.Log("Vertical: " + vv.ToString()); /* #if !MOBILE_INPUT * float handbrake = CrossPlatformInputManager.GetAxis("Jump"); */ //m_Car.Move(h, v, v, handbrake); /*#else*/ if (!m_allowReverse) { if (vv < 0 && Math.Abs(m_Car.CurrentSpeed) < 1f) { StopCar(); } else if (Handbrake > 0f) { StartCar(); } } m_Car.Move((float)hh, (float)vv, (float)vv, Handbrake); m_SteeringWheel.turnSteeringWheel((float)hh, m_Car.CurrentSteerAngle); /*#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 { /* SENSORS HERE */ if (m_isUser) { Dictionary <int, VRObstacle> vo; m_Sensors.Scan(out vo); foreach (SensorResponseHandler s in m_sensorResponseHandlers) { s.handle(this, vo, m_CarController.CurrentSpeed, m_BrakeCondition); } /* End sensors */ } 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); //Debug.Log("Approaching Corner Angle: " + approachingCornerAngle); // 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; //Debug.Log("Spinning Angle: " + spinningAngle); // 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)); //Debug.Log("Cautiousness Required: " + cautiousnessRequired); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor, cautiousnessRequired); //Debug.Log("Approaching Corner Angle\tSpinningAngle" + approachingCornerAngle"DesiredSpeed: " + desiredSpeed); 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); print("The distance of the target is" + distanceCautiousFactor); // 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; float steer = 0f; if (!IsAvoidingObstacle) { // get the amount of steering needed to aim the car towards the target steer = Mathf.Clamp(targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign(m_CarController.CurrentSpeed); } else { steer = Mathf.Clamp(ObstacleAvoidanceSteerAmount * m_SteerSensitivity, -1, 1) * Mathf.Sign(m_CarController.CurrentSpeed); accel = accel * 10f; } m_CarController.Move(steer, accel, accel, 0f); if (m_isUser) { // turn the steering wheel m_SteeringWheel.turnSteeringWheel((float)steer, m_CarController.CurrentSteerAngle); } // if appropriate, stop driving when we're close enough to the target. if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) { m_Driving = false; sound.SetActive(false); panel1.SetActive(true); } else if (!m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) { if (m_isCircuit) { SetTarget(circuit.Waypoints [++progressNum % circuit.Waypoints.Length], false); } else { if (progressNum == circuit.Waypoints.Length - 1) { m_StopWhenTargetReached = true; } else { SetTarget(circuit.Waypoints [++progressNum], false); } } } } }