RoadRunner/Assets/script/CarControl.cs
Kasper Karlgren c84494a697 new files
2025-01-21 13:54:40 +01:00

81 lines
2.8 KiB
C#

using UnityEngine;
public class CarControl : MonoBehaviour
{
public float motorTorque = 2000;
public float brakeTorque = 2000;
public float maxSpeed = 20;
public float steeringRange = 30;
public float steeringRangeAtMaxSpeed = 10;
public float centreOfGravityOffset = -1f;
WheelControl[] wheels;
Rigidbody rigidBody;
// Start is called before the first frame update
void Start()
{
rigidBody = GetComponent<Rigidbody>();
// Adjust center of mass vertically, to help prevent the car from rolling
rigidBody.centerOfMass += Vector3.up * centreOfGravityOffset;
// Find all child GameObjects that have the WheelControl script attached
wheels = GetComponentsInChildren<WheelControl>();
}
// Update is called once per frame
void Update()
{
float vInput = Input.GetAxis("Vertical");
float hInput = Input.GetAxis("Horizontal");
// Calculate current speed in relation to the forward direction of the car
// (this returns a negative number when traveling backwards)
float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
// Calculate how close the car is to top speed
// as a number from zero to one
float speedFactor = Mathf.InverseLerp(0, maxSpeed, forwardSpeed);
// Use that to calculate how much torque is available
// (zero torque at top speed)
float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
// …and to calculate how much to steer
// (the car steers more gently at top speed)
float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
// Check whether the user input is in the same direction
// as the car's velocity
bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
foreach (var wheel in wheels)
{
// Apply steering to Wheel colliders that have "Steerable" enabled
if (wheel.steerable)
{
wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
}
if (isAccelerating)
{
// Apply torque to Wheel colliders that have "Motorized" enabled
if (wheel.motorized)
{
wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
}
wheel.WheelCollider.brakeTorque = 0;
}
else
{
// If the user is trying to go in the opposite direction
// apply brakes to all wheels
wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
wheel.WheelCollider.motorTorque = 0;
}
}
}
}