111 lines
3.1 KiB
C#
111 lines
3.1 KiB
C#
using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(Rigidbody2D))]
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public class CarLogic : MonoBehaviour
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{
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public InputAction steeringAction;
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public InputAction accelerationAction;
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public InputAction brakeAction;
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public float accelerationAmount = 10;
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[Tooltip("In degrees")]
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public float steeringAnglePerSecond = 10;
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public float maxAcceleration = 100;
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public float brakingAmount;
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private Rigidbody2D _rigidbody;
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private Transform _transform;
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private float _currentAcceleration;
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private float _wheelAccelerationAmount;
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private int _wheelOffroadCount = 0;
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public float CurrentAccelerationRatio()
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{
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return _currentAcceleration / maxAcceleration;
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}
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private void Awake()
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{
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_rigidbody = GetComponent<Rigidbody2D>();
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_transform = transform;
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}
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private void Start()
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{
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steeringAction.Enable();
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accelerationAction.Enable();
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brakeAction.Enable();
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var wheels = GetComponentsInChildren<Wheel>();
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foreach (var wheel in wheels)
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{
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wheel.wheelOffRoad = WheelOffRoad;
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wheel.wheelOnRoad = WheelOnRoad;
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}
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_wheelAccelerationAmount = maxAcceleration / 5f;
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_wheelOffroadCount = 4;
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}
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private void WheelOffRoad()
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{
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_wheelOffroadCount++;
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}
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private void WheelOnRoad()
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{
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_wheelOffroadCount--;
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}
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private void Update()
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{
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var steeringValue = steeringAction.ReadValue<float>();
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var accelerationValue = accelerationAction.ReadValue<float>();
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var brakeValue = brakeAction.ReadValue<float>();
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// TODO: The way that I changed this too I like a lot better, however I do want to eventually figure out what was wrong with this verbose approach.
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// Vector2 velocityDir = _transform.up;
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// var currentAngleRad = Mathf.Acos(Vector3.Dot(velocityDir, Vector3.up));
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// var deltaAngleRad = steeringValue * steeringAnglePerSecond * Time.deltaTime * Mathf.Deg2Rad;
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// var angleRad = deltaAngleRad + currentAngleRad;
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//
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// var angleCos = Mathf.Cos(angleRad);
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// var angleSin = Mathf.Sin(angleRad);
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// Vector2 nextVelocityDir;
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// nextVelocityDir.x = angleCos * velocityDir.x -
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// angleSin * velocityDir.y;
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// nextVelocityDir.y = angleSin * velocityDir.x +
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// angleCos * velocityDir.y;
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//
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// nextVelocityDir *= accelerationAmount * accelerationValue * Time.deltaTime;
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// TODO: probably not correct... ODE or some other formula.
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if (accelerationValue <= 0)
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{
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_currentAcceleration -= _rigidbody.drag * Time.deltaTime;
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}
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_currentAcceleration += accelerationValue * accelerationAmount * Time.deltaTime;
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_currentAcceleration -= brakeValue * brakingAmount * Time.deltaTime;
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if (_currentAcceleration > maxAcceleration / 3f)
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{
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_currentAcceleration -= _wheelOffroadCount * _wheelAccelerationAmount * Time.deltaTime;
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}
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// TODO: reverse logic.
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_currentAcceleration = Mathf.Clamp(_currentAcceleration, 0, maxAcceleration);
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if (_currentAcceleration > 0.01)
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{
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var newAngle = steeringValue * steeringAnglePerSecond * Time.deltaTime;
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_transform.Rotate(Vector3.forward, newAngle, Space.World);
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}
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_rigidbody.velocity = _transform.up * _currentAcceleration;
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}
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}
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