proto_racer/Assets/Scripts/CarLogic.cs

95 lines
2.2 KiB
C#

using Unity.Mathematics;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody2D))]
public class CarLogic : MonoBehaviour
{
public InputAction steeringAction;
public InputAction accelerationAction;
public InputAction brakeAction;
public float accelerationAmount = 10;
[Tooltip("In degrees")]
public float steeringAnglePerSecond = 10;
public float maxAcceleration = 100;
public float brakingAmount;
private Rigidbody2D _rigidbody;
private Transform _transform;
private float _currentAcceleration;
private float _wheelAccelerationAmount;
private int _wheelOffroadCount = 0;
public float CurrentAccelerationRatio()
{
return _currentAcceleration / maxAcceleration;
}
private void Awake()
{
_rigidbody = GetComponent<Rigidbody2D>();
_transform = transform;
}
private void Start()
{
steeringAction.Enable();
accelerationAction.Enable();
brakeAction.Enable();
var wheels = GetComponentsInChildren<Wheel>();
foreach (var wheel in wheels)
{
wheel.wheelOffRoad = WheelOffRoad;
wheel.wheelOnRoad = WheelOnRoad;
}
_wheelAccelerationAmount = maxAcceleration / 5f;
_wheelOffroadCount = 4;
}
private void WheelOffRoad()
{
_wheelOffroadCount++;
}
private void WheelOnRoad()
{
_wheelOffroadCount--;
}
private void Update()
{
var steeringValue = steeringAction.ReadValue<float>();
var accelerationValue = accelerationAction.ReadValue<float>();
var brakeValue = brakeAction.ReadValue<float>();
if (accelerationValue <= 0)
{
_currentAcceleration -= _rigidbody.drag * Time.deltaTime;
}
_currentAcceleration += accelerationValue * accelerationAmount * Time.deltaTime;
_currentAcceleration -= brakeValue * brakingAmount * Time.deltaTime;
if (_currentAcceleration > maxAcceleration / 3f)
{
_currentAcceleration -= _wheelOffroadCount * _wheelAccelerationAmount * Time.deltaTime;
}
// TODO: reverse logic.
_currentAcceleration = Mathf.Clamp(_currentAcceleration, 0, maxAcceleration);
if (_currentAcceleration > 0.01)
{
var newAngle = steeringValue * steeringAnglePerSecond * Time.deltaTime;
_transform.Rotate(Vector3.forward, newAngle, Space.World);
}
_rigidbody.velocity = _transform.up * _currentAcceleration;
}
}