Fixed some stuff, deceleration and brakes
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File diff suppressed because it is too large
Load Diff
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@ -30,7 +30,7 @@ namespace TDLN.CameraControllers
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{
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if (distance < 2) distance = 2;
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distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
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if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
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if (target)
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{
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var pos = Input.mousePosition;
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var dpiScale = 1f;
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@ -6,31 +6,47 @@ public class CarController : MonoBehaviour
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{
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public Wheel[] turningWheels;
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public Wheel[] drivingWheels;
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public List<Wheel> allWheels;
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public Rigidbody rb;
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public float TopSpeed = 10;
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public float Deceleration;
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public float BrakePower = 3;
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public AnimationCurve PowerCurve;
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public float EnginePower = 5;
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public float curSpeed;
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[Header("Steering")]
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public float maxSteerAngle = 25;
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public float minSteerAngle = 10;
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void Awake(){
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foreach(Wheel wheel in turningWheels){
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wheel.myCar= this;
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if(!allWheels.Contains(wheel)){allWheels.Add(wheel);}
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}
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foreach(Wheel wheel in drivingWheels){
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wheel.myCar= this;
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if(!allWheels.Contains(wheel)){allWheels.Add(wheel);}
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}
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}
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void FixedUpdate()
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{
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//up or down
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foreach(Wheel wheel in drivingWheels){
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wheel.Rotate(Input.GetAxis("Vertical"));
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}
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if(Input.GetKeyDown(KeyCode.R)){transform.eulerAngles = new Vector3(0,0,0);}
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curSpeed = Vector3.Dot(transform.forward, rb.velocity);
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float verticalInput = Input.GetAxis("Vertical");
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if((verticalInput >0 && curSpeed < 0) || (verticalInput <0 && curSpeed > 0)){
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foreach(Wheel wheel in allWheels){
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wheel.Brake();
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}
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}
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foreach(Wheel wheel in drivingWheels){
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wheel.Rotate(verticalInput);
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}
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foreach(Wheel wheel in turningWheels){
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wheel.Steer(Input.GetAxis("Horizontal"));
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@ -11,7 +11,6 @@ public class Wheel : MonoBehaviour
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public float springConstant = 1f;
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public float tireGripFactor =1f;
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public float tireMass = 1f;
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public float steerAngle = 25;
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public float dampningFactor = 1f;
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public float velocity;
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// public ForceMode springForceMode;
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@ -38,65 +37,87 @@ public class Wheel : MonoBehaviour
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void FixedUpdate()
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{
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if (myCar == null) { return; }
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RaycastHit hit = new RaycastHit();
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float newDisplacement = transform.localPosition.y;
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Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
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grounded=false;
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if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit, groundMask))
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if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit))
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{
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Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
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// Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
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hitPoint = hit.point.y;
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transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
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// transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
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rayDist = suspensionJoint.position.y - hitPoint;
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transform.position = suspensionJoint.position - (suspensionJoint.up *(rayDist - (radius)));
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CurDisplacement = restPositionOffset - rayDist;
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velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
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force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
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if(force < 0){force=0;}
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myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
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Debug.DrawLine(suspensionJoint.position, transform.position + (transform.up * force), Color.red);
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grounded = true;
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Friction();
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}
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else
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{
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transform.localPosition = Vector3.Lerp(transform.localPosition,
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new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
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Vector3 newPosition = suspensionJoint.position - (suspensionJoint.up * ((radius)+(displacementRange)));
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transform.position = Vector3.Lerp(transform.position, newPosition, 0.2f);
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// new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
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}
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// transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
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}
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public void Rotate(float input){
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if(grounded ){
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if(input >0){
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Vector3 accelDir = transform.forward;
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if(input ==0){
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//Decelerate
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Vector3 force = accelDir * -myCar.curSpeed/myCar.Deceleration;
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myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
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Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
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}else{
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float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(myCar.curSpeed) / myCar.TopSpeed);
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float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
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Vector3 force = accelDir * availableTorque;
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myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
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Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.blue);
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}
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Vector3 accelDir = transform.forward;
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float carSpeed = Vector3.Dot(myCar.transform.forward, myCar.rb.velocity);
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float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(carSpeed) / myCar.TopSpeed);
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float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
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myCar.rb.AddForceAtPosition(accelDir * availableTorque, transform.position);
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}
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}
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public void Brake(){
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if(!grounded){return;}
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Vector3 accelDir = transform.forward;
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Vector3 force = accelDir * -myCar.curSpeed/myCar.BrakePower;
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myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
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Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
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}
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void Friction(){
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if(grounded){
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Vector3 steeringDir = transform.right;
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Vector3 tireWorldVel = myCar.rb.GetPointVelocity(transform.position);
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Vector3 tireWorldVel = myCar.rb.GetPointVelocity(suspensionJoint.position);
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float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
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float desiredVelChange = -steeringVel * tireGripFactor;
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float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
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Vector3 friction = steeringDir * tireMass * desiredAccel;
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// friction = new Vector3(friction.x, 0, friction.z);
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myCar.rb.AddForceAtPosition(friction, transform.position);
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Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + friction, Color.blue);
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myCar.rb.AddForceAtPosition(friction, suspensionJoint.position);
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}
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}
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public void Steer(float input){
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transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * steerAngle, transform.localEulerAngles.z);
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float carSpeed = Mathf.Clamp01(Vector3.Dot(myCar.transform.forward, myCar.rb.velocity) / myCar.TopSpeed);
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float newSteerAngle = myCar.maxSteerAngle - ((myCar.maxSteerAngle - myCar.minSteerAngle) * carSpeed);
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transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * newSteerAngle, transform.localEulerAngles.z);
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}
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public float force;
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