245 lines
7.4 KiB
C#
245 lines
7.4 KiB
C#
|
using UnityEngine;
|
|||
|
using System;
|
|||
|
using System.Collections;
|
|||
|
|
|||
|
|
|||
|
namespace Valve.VR.InteractionSystem.Sample
|
|||
|
{
|
|||
|
public class BuggyBuddy : MonoBehaviour
|
|||
|
{
|
|||
|
|
|||
|
public Transform turret;
|
|||
|
float turretRot;
|
|||
|
|
|||
|
|
|||
|
[Tooltip("Maximum steering angle of the wheels")]
|
|||
|
public float maxAngle = 30f;
|
|||
|
[Tooltip("Maximum Turning torque")]
|
|||
|
public float maxTurnTorque = 30f;
|
|||
|
[Tooltip("Maximum torque applied to the driving wheels")]
|
|||
|
public float maxTorque = 300f;
|
|||
|
[Tooltip("Maximum brake torque applied to the driving wheels")]
|
|||
|
public float brakeTorque = 30000f;
|
|||
|
[Tooltip("If you need the visual wheels to be attached automatically, drag the wheel shape here.")]
|
|||
|
public GameObject[] wheelRenders;
|
|||
|
|
|||
|
[Tooltip("The vehicle's speed when the physics engine can use different amount of sub-steps (in m/s).")]
|
|||
|
public float criticalSpeed = 5f;
|
|||
|
[Tooltip("Simulation sub-steps when the speed is above critical.")]
|
|||
|
public int stepsBelow = 5;
|
|||
|
[Tooltip("Simulation sub-steps when the speed is below critical.")]
|
|||
|
public int stepsAbove = 1;
|
|||
|
|
|||
|
private WheelCollider[] m_Wheels;
|
|||
|
|
|||
|
public AudioSource au_motor;
|
|||
|
[HideInInspector]
|
|||
|
public float mvol;
|
|||
|
|
|||
|
public AudioSource au_skid;
|
|||
|
float svol;
|
|||
|
|
|||
|
public WheelDust skidsample;
|
|||
|
float skidSpeed = 3;
|
|||
|
|
|||
|
public Vector3 localGravity;
|
|||
|
|
|||
|
[HideInInspector]
|
|||
|
public Rigidbody body;
|
|||
|
|
|||
|
public float rapidfireTime = 0;
|
|||
|
|
|||
|
|
|||
|
|
|||
|
private float shootTimer;
|
|||
|
|
|||
|
[HideInInspector]
|
|||
|
public Vector2 steer;
|
|||
|
[HideInInspector]
|
|||
|
public float throttle;
|
|||
|
[HideInInspector]
|
|||
|
public float handBrake;
|
|||
|
[HideInInspector]
|
|||
|
public Transform controllerReference;
|
|||
|
|
|||
|
|
|||
|
[HideInInspector]
|
|||
|
public float speed;
|
|||
|
|
|||
|
public Transform centerOfMass;
|
|||
|
|
|||
|
|
|||
|
private void Start()
|
|||
|
{
|
|||
|
body = GetComponent<Rigidbody>();
|
|||
|
m_Wheels = GetComponentsInChildren<WheelCollider>();
|
|||
|
|
|||
|
body.centerOfMass = body.transform.InverseTransformPoint(centerOfMass.position) * body.transform.lossyScale.x;
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
private void TurretInput()
|
|||
|
{
|
|||
|
Vector2 tIn = TurretControl.joystick();
|
|||
|
|
|||
|
Vector3 tur = new Vector3(tIn.x, 0, tIn.y);
|
|||
|
tur = TurretControl.transform.TransformDirection(tur);
|
|||
|
tur = transform.InverseTransformDirection(tur);
|
|||
|
tur = Vector3.ProjectOnPlane(tur, Vector3.up);
|
|||
|
turretRot = VectorMath.FindAngle(Vector3.forward, tur, Vector3.up) * Mathf.Rad2Deg;
|
|||
|
Vector3 turup = Vector3.forward;
|
|||
|
turret.localRotation = Quaternion.Euler(turup * turretRot);
|
|||
|
|
|||
|
|
|||
|
if (rapidfireTime == 0)
|
|||
|
{
|
|||
|
if (TurretControl.GetPressDown(KnucklesButton.Trigger))
|
|||
|
{
|
|||
|
Fire();
|
|||
|
}
|
|||
|
}else
|
|||
|
{
|
|||
|
if (shootTimer > rapidfireTime&& TurretControl.GetPress(KnucklesButton.Trigger))
|
|||
|
{
|
|||
|
Fire();
|
|||
|
shootTimer = 0;
|
|||
|
}
|
|||
|
shootTimer += Time.deltaTime;
|
|||
|
}
|
|||
|
}
|
|||
|
*/
|
|||
|
|
|||
|
private void Update()
|
|||
|
{
|
|||
|
m_Wheels[0].ConfigureVehicleSubsteps(criticalSpeed, stepsBelow, stepsAbove);
|
|||
|
|
|||
|
//TurretInput();
|
|||
|
|
|||
|
//keyboard input for testing
|
|||
|
//Vector3 move = Vector3.forward * Input.GetAxis("Vertical") + Vector3.right * Input.GetAxis("Horizontal");
|
|||
|
|
|||
|
|
|||
|
//driving input
|
|||
|
//float forward = maxTorque * move.magnitude;
|
|||
|
|
|||
|
float forward = maxTorque * throttle;
|
|||
|
if (steer.y < -0.5f)
|
|||
|
forward *= -1;
|
|||
|
|
|||
|
float angle = maxAngle * steer.x;
|
|||
|
|
|||
|
speed = transform.InverseTransformVector(body.velocity).z;
|
|||
|
|
|||
|
float forw = Mathf.Abs(speed);
|
|||
|
|
|||
|
|
|||
|
angle /= 1 + forw / 20;
|
|||
|
|
|||
|
// if (Mathf.Abs(move.z) < 0.1f && Mathf.Abs(move.x) > 0.5)
|
|||
|
// forward *= 3;
|
|||
|
|
|||
|
//float forward = maxTorque * throttle; not fun lawrence steering
|
|||
|
|
|||
|
float fVol = Mathf.Abs(forward);
|
|||
|
mvol = Mathf.Lerp(mvol, Mathf.Pow((fVol / maxTorque), 0.8f) * Mathf.Lerp(0.4f, 1.0f, (Mathf.Abs(m_Wheels[2].rpm) / 200)) * Mathf.Lerp(1.0f, 0.5f, handBrake), Time.deltaTime * 9);
|
|||
|
|
|||
|
au_motor.volume = Mathf.Clamp01(mvol);
|
|||
|
float motorPitch = Mathf.Lerp(0.8f, 1.0f, mvol);
|
|||
|
au_motor.pitch = Mathf.Clamp01(motorPitch);
|
|||
|
|
|||
|
svol = Mathf.Lerp(svol, skidsample.amt / skidSpeed, Time.deltaTime * 9);
|
|||
|
|
|||
|
au_skid.volume = Mathf.Clamp01(svol);
|
|||
|
float skidPitch = Mathf.Lerp(0.9f, 1.0f, svol);
|
|||
|
au_skid.pitch = Mathf.Clamp01(skidPitch);
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//float forward = maxTorque * Input.GetAxis("Vertical");
|
|||
|
|
|||
|
//bool stopped = Mathf.Abs(transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).z) < 1.0f;
|
|||
|
|
|||
|
|
|||
|
|
|||
|
for (int i = 0; i < wheelRenders.Length; i++)
|
|||
|
{
|
|||
|
WheelCollider wheel = m_Wheels[i];
|
|||
|
|
|||
|
|
|||
|
if (wheel.transform.localPosition.z > 0)
|
|||
|
{
|
|||
|
// front wheels
|
|||
|
wheel.steerAngle = angle;
|
|||
|
|
|||
|
//4wd?
|
|||
|
wheel.motorTorque = forward;
|
|||
|
}
|
|||
|
|
|||
|
if (wheel.transform.localPosition.z < 0) // back wheels
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// wheel.brakeTorque = Mathf.Lerp(Mathf.Abs(forward) < 0.1f ? 1 : 0, brakeTorque, handBrake);
|
|||
|
|
|||
|
wheel.motorTorque = forward;
|
|||
|
|
|||
|
if (wheel.transform.localPosition.x < 0) // left wheels
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
if (wheel.transform.localPosition.x >= 0) // right wheels
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
// Update visual wheels if they exist, and the colliders are enabled
|
|||
|
if (wheelRenders[i] != null && m_Wheels[0].enabled)
|
|||
|
{
|
|||
|
Quaternion q;
|
|||
|
Vector3 p;
|
|||
|
wheel.GetWorldPose(out p, out q);
|
|||
|
|
|||
|
|
|||
|
Transform shapeTransform = wheelRenders[i].transform;
|
|||
|
shapeTransform.position = p;
|
|||
|
shapeTransform.rotation = q;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
steer = Vector2.Lerp(steer, Vector2.zero, Time.deltaTime * 4);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
private void FixedUpdate()
|
|||
|
{
|
|||
|
body.AddForce(localGravity, ForceMode.Acceleration);
|
|||
|
}
|
|||
|
|
|||
|
public static float FindAngle(Vector3 fromVector, Vector3 toVector, Vector3 upVector)
|
|||
|
{
|
|||
|
// If the vector the angle is being calculated to is 0...
|
|||
|
if (toVector == Vector3.zero)
|
|||
|
// ... the angle between them is 0.
|
|||
|
return 0f;
|
|||
|
|
|||
|
// Create a float to store the angle between the facing of the enemy and the direction it's travelling.
|
|||
|
float angle = Vector3.Angle(fromVector, toVector);
|
|||
|
|
|||
|
// Find the cross product of the two vectors (this will point up if the velocity is to the right of forward).
|
|||
|
Vector3 normal = Vector3.Cross(fromVector, toVector);
|
|||
|
|
|||
|
// The dot product of the normal with the upVector will be positive if they point in the same direction.
|
|||
|
angle *= Mathf.Sign(Vector3.Dot(normal, upVector));
|
|||
|
|
|||
|
// We need to convert the angle we've found from degrees to radians.
|
|||
|
angle *= Mathf.Deg2Rad;
|
|||
|
|
|||
|
return angle;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|