示例#1
0
        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*/
        }
示例#2
0
        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);
                        }
                    }
                }
            }
        }