Files
Infratest/Assets/Code/Example/Race/Racer/Player/PlayerCarControllerRB.cs
T

171 lines
4.6 KiB
C#

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