Развитие гоночек
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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namespace Code.Example.Race.Racer.Player
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{
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public class PlayerCarControllerRB : MonoBehaviour
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{
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public enum ControlMode
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{
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Keyboard,
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Buttons
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};
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public enum Axel
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{
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Front,
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Rear
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}
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[Serializable]
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public struct Wheel
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{
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public GameObject wheelModel;
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public WheelCollider wheelCollider;
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public GameObject wheelEffectObj;
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public ParticleSystem smokeParticle;
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public Axel axel;
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}
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public ControlMode control;
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public float maxAcceleration = 30.0f;
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public float brakeAcceleration = 50.0f;
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public float turnSensitivity = 1.0f;
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public float maxSteerAngle = 30.0f;
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public Vector3 _centerOfMass;
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public List<Wheel> wheels;
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float moveInput;
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float steerInput;
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private Rigidbody carRb;
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// private CarLights carLights;
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void Start()
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{
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carRb = GetComponent<Rigidbody>();
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carRb.centerOfMass = _centerOfMass;
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carLights = GetComponent<CarLights>();
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}
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void Update()
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{
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GetInputs();
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AnimateWheels();
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WheelEffects();
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}
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void LateUpdate()
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{
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Move();
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Steer();
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Brake();
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}
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public void MoveInput(float input)
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{
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moveInput = input;
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}
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public void SteerInput(float input)
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{
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steerInput = input;
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}
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void GetInputs()
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{
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if (control == ControlMode.Keyboard)
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{
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moveInput = Input.GetAxis("Vertical");
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steerInput = Input.GetAxis("Horizontal");
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}
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}
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void Move()
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{
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foreach (var wheel in wheels)
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{
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wheel.wheelCollider.motorTorque = moveInput * 600 * maxAcceleration * Time.deltaTime;
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}
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}
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void Steer()
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{
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foreach (var wheel in wheels)
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{
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if (wheel.axel == Axel.Front)
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{
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var _steerAngle = steerInput * turnSensitivity * maxSteerAngle;
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wheel.wheelCollider.steerAngle = Mathf.Lerp(wheel.wheelCollider.steerAngle, _steerAngle, 0.6f);
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}
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}
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}
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void Brake()
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{
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if (Input.GetKey(KeyCode.Space) || moveInput == 0)
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{
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foreach (var wheel in wheels)
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{
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wheel.wheelCollider.brakeTorque = 300 * brakeAcceleration * Time.deltaTime;
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}
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carLights.isBackLightOn = true;
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carLights.OperateBackLights();
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}
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else
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{
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foreach (var wheel in wheels)
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{
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wheel.wheelCollider.brakeTorque = 0;
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}
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carLights.isBackLightOn = false;
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carLights.OperateBackLights();
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}
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}
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void AnimateWheels()
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{
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foreach (var wheel in wheels)
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{
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Quaternion rot;
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Vector3 pos;
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wheel.wheelCollider.GetWorldPose(out pos, out rot);
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wheel.wheelModel.transform.position = pos;
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wheel.wheelModel.transform.rotation = rot;
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}
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}
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void WheelEffects()
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{
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foreach (var wheel in wheels)
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{
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//var dirtParticleMainSettings = wheel.smokeParticle.main;
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if (Input.GetKey(KeyCode.Space) && wheel.axel == Axel.Rear && wheel.wheelCollider.isGrounded == true &&
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carRb.linearVelocity.magnitude >= 10.0f)
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{
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wheel.wheelEffectObj.GetComponentInChildren<TrailRenderer>().emitting = true;
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wheel.smokeParticle.Emit(1);
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}
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else
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{
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wheel.wheelEffectObj.GetComponentInChildren<TrailRenderer>().emitting = false;
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}
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}
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}
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}
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}
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