diff --git a/Assets/ArtRes/PROMETEO - Car Controller.meta b/Assets/ArtRes/PROMETEO - Car Controller.meta new file mode 100644 index 00000000..36e9a01f --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82d2156d93a946e41b4eb94527e5731e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Documentation.meta b/Assets/ArtRes/PROMETEO - Car Controller/Documentation.meta new file mode 100644 index 00000000..3da1c095 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 83066cd3fc8efe04d8735da9ed82e61d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf b/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf new file mode 100644 index 00000000..e631c302 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf @@ -0,0 +1,2059 @@ +DOCUMENTATION + +PROMETEO + +CAR CONTROLLER + Content + +1 Getting Started 2 + +1.1 How does it work?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 + +2 Tutorial (How to implement this controller on your cars?) 2 + +2.1 Step 1. Organizing the parts of your car. . . . . . . . . . . . . . . . . . . . 2 + +2.2 Step 2. Setting up the colliders. . . . . . . . . . . . . . . . . . . . . . . . . 3 + +2.3 Step 3. Adding the car controller. . . . . . . . . . . . . . . . . . . . . . . . 4 + +3 Tutorial (How to add touch controls?) 5 + +4 Scripting 5 + +4.1 Public Variables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 + +4.2 Public Methods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 + +4.2.1 GoForward () . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 + +4.2.2 GoReverse () . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 + +4.2.3 DecelerateCar () . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 + +4.2.4 Brakes () . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 + +4.2.5 Handbrake () . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 + +4.2.6 RecoverTraction () . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 + +4.2.7 TurnLeft () and TurnRight() . . . . . . . . . . . . . . . . . . . . . . . . 14 + +4.2.8 ResetSteeringAngle() . . . . . . . . . . . . . . . . . . . . . . . . . . 15 + +5 Full Script (With Comments) 16 + + 1 + 1 Getting Started + +1.1 How does it work?. + +PROMETEO is a car controller that uses the wheel colliders inside the Unity 3D game +engine in order to set up drivable vehicles. The driving style of this tool is semi-arcade. +You can set up your car in the following aspects: + + • Maximum speed of the car. + • Maximum reverse speed of the car. + • Car’s acceleration. + • Maximum steering angle. + • Steering speed. + • Brake force. + • Drifting multiplier. + • Car’s mass center. + • Engine and drifting sounds. + • Particle systems and trail renderers for the smoke and skid of tires. + • UI text that shows the car’s speed. + +2 Tutorial (How to implement this controller on your cars?) + +2.1 Step 1. Organizing the parts of your car. + +First of all, all the parts of your car (body, wheels, spoiler, etc.) must be within an +empty game object. + + Figure 1: All the parts of the car are within an empty game object. + + 2 + Now we are going to create an empty game object inside the ’My Car’ game ob- +ject in order to group all the wheels. You can do this with Right Click (with the root of +the car’s game object selected) > Create Empty. Make sure the position of this new +empty game object is set to 0 in all directions. Then, rename it to ’Wheels’. +After that, create another empty game object inside ’Wheels’ and call it ’Meshes’. +You will drag and drop all the wheels of your car inside this game object called +’Meshes’. After doing this, you will get a hierarchy like the next one: + +Figure 2: All the wheels of the car are within a game object called ’Meshes’ and ’Meshes’ is a +child game object of ’Wheels’. Notice that the position of ’Meshes’ and ’Wheels’ is 0. + +2.2 Step 2. Setting up the colliders. + +Now we are going to set up the rigidbody of the car and also its colliders. First of all, +you must select the root of the car’s game object (the object that contains all the +parts of your car). Then, you must go to Inspector > Add Component > Rigidbody. I +recomment you to set the mass of your car’s rigidbody in range from 700 kg to 1200 +kg. + + Figure 3: We added a rigidbody to our car and set its mass to 960 kg. + + 3 + Now we are going to start adding colliders. First, select the ’Body’ component +of your car and then go to Inspector > Add Component > Box Collider. Now you +should see that a green box is surrounding your car’s body. +Lastly, we are going to add wheel colliders. For this, I recomment you to select the +’Meshes’ game object (the object that contains all the car wheels), press Ctrl + C +and then press Ctrl + V. Now rename this copied element to ’Colliders’. +After that, select all the wheels inside the object called ’Colliders’ and go to Inspec- +tor > Add Component > Wheel Collider. This will add wheel colliders to all the 4 +wheels. Now, under the wheel collider settings, go to Wheel Collider > Center > y = +0.15. Then, adjust the radius of the wheels collider until it matches the radius of the +wheel meshes. +IMPORTANT: It is necessary that both the wheel colliders and wheel meshes are in +different gameObjects, otherwise the controller will not work correctly. +Finally, delete the MeshFilter and MeshRenderer components from the wheels inside +the ’Colliders’ game object. +You will get something like this: + +Figure 4: Green arrow: Collider of the body (it is a box sorrounding the car). Orange arrow: +If you look closely, you will notice that a circle is sorrounding the wheels of the car (these circles +are the wheel colliders). + +2.3 Step 3. Adding the car controller. + +This is the last step. Select the car container (the game object that has the rigidbody +component) and go to Inspector > Add Component > Prometeo Car Controller. +Now you just have to set up the features of your car such as the maximum speed, +the maximum steering angle, the drifting multiplier and so on. If you need more infor- +mation about these parameters you can check the Public Variables section within +this document. + + 4 + Below these settings you will need to drag and drop the wheel (meshes) gameob- + jects and the wheel collider components of your car. + + If you need help to set up the ’PrometeoCarController’ component you can check + the demo scene inside this asset and compare the setup of the car in the demo with + yours. + + Figure 5: The root gameObject of the car has the Prometeo Car Controller component on it. + + 3 Tutorial (How to add touch controls?) + + You can find a complete tutorial video (4 minutes) on how to use touch controls with + this car controller. You can find it here: https://youtu.be/EiHQ88jYnlA. + + 4 Scripting + + 4.1 Public Variables. + + Each one of the following variables can be edited from another script using a similar + structure to the following code: + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Start is called before the first frame update + +10 void Start() + +11 { + + 5 + 12 PCC.variableName = value; +13 } +14 + +} 15 + + Name Type Description + + maxSpeed int The maximum speed that the car can + + reach in km/h. Its value goes from 20 to + + 250. + + maxReverseSpeed int The maximum speed that the car can + + reach while going on reverse in km/h. + + Its value goes from 10 to 120. + + accelerationMultiplier int How fast the car can accelerate. 1 is a + + slow acceleration and 10 is the fastest. + + Its value goes from 1 to 10. + + maxSteeringAngle int The maximum angle that the tires can + + reach while rotating the steering wheel. + + Its value goes from 10 to 45 degrees. + + steeringSpeed float How fast the steering wheel turns. Its + value goes from 0.1f to 1f. + + brakeForce int The force of the wheel brakes. Its value + + goes from 100 to 600. + + decelerationMultiplier int How fast the car decelerates when the + + user is not using the throttle. Its value + + goes from 1 to 10. + +handbrakeDriftMultiplier int How much grip the car loses when the + + user hit the handbrake. Its value goes + + from 1 to 10. + + bodyMassCenter Vector3 This is a vector that contains the center + of mass of the car. I recommend to set + this value in the points x = 0 and z = 0 + of your car. You can select the value + that you want in the y axis, however, you + must notice that the higher this value + is, the more unstable the car becomes. + Usually the y value goes from 0 to 1.5. + + frontLeftMesh GameObject This variable will store the game object + that contains the front left wheel of your + car. It is the same case for the other vari- + ables of the wheel meshes. + + 6 + frontLeftCollider WheelCollider This variable will store the wheels collider +RLWParticleSystem of the front left wheel of your car. It is the + same case for the other variables of the + RLWTireSkid wheel colliders. + carSpeed + isDrifting ParticleSystem This variable is used to store the particle + isTractionLocked systems of your car that emulate the tire + carEngineSound smoke when the car drifts. It is the same +tireScreechSound case for the another variable RRWParti- + cleSystem. + + TrailRenderer This variable is used to store the trail ren- + derers of your car that emulate the tire + skid when the car loses traction. + + float This variable gives you the actual speed + bool of the car. This value should not be + changed manually and must be used + only to get the information of the car’s + speed. + This variable tells you if the car is drifting. + This value should not be changed man- + ually. + + bool This variable tells you if the car has + locked its traction. This value should not + be changed manually. + + AudioSource This variable is used to store the sound of + the car’s engine. + + AudioSource This variable is used to store the sound + of the car losing its traction. It will be + played the the car starts to drift. + + 7 + 4.2 Public Methods. + + 4.2.1 GoForward () + + This function applies positive torque to the wheels in order to go forward. It will apply + positive torque in all wheels if maxSpeed has not been reached (previously set by + user), otherwise it will stop applying torque to the wheels. + + If the car is going in reverse, then it will automatically apply brakes before apply- + ing positive torque to the wheels. + + The next script calls this method whenever the user presses the W key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKey(KeyCode.W)){ + +13 PCC.GoForward(); + +14 } + +15 } + +16 + +} 17 + + 8 + 4.2.2 GoReverse () + + This function applies torque to the wheels in order to go in reverse. It will apply torque + in all wheels if maxReverseSpeed has not been reached (previously set by user), oth- + erwise it will stop applying torque to the wheels. + + If the car is going forward, then it will automatically apply brakes before applying + negative torque to the wheels. + + The next script calls this method whenever the user presses the S key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKey(KeyCode.S)){ + +13 PCC.GoReverse(); + +14 } + +15 } + +16 + +} 17 + + 9 + 4.2.3 DecelerateCar () + + This function decelerates the speed of the car according to the decelerationMulti- + plier variable, where 1 is the slowest and 10 is the fastest deceleration. This method is + called by the function InvokeRepeating, usually every 0.1f when the user is not press- + ing W (throttle), S (reverse) or Space bar (handbrake). + + The next script calls this method repeatedly every 0.1 seconds after the user is not + pressing W (throttle), S (brakes/reverse) or Space (handbrake) until the car stops. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if((!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W)) && + + → !Input.GetKey(KeyCode.Space) && !PCC.deceleratingCar){ + +13 + +14 PCC.InvokeRepeating("DecelerateCar", 0f, 0.1f); + +15 PCC.deceleratingCar = true; + +16 + +17 } + +18 } + +19 + +} 20 + + 10 + 4.2.4 Brakes () + + This function applies brake torque to the wheels according to the brake force given + by the user (brakeForce variable). + + The next script calls this method when the user presses the B key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKey(KeyCode.B)){ + +13 PCC.Brakes(); + +14 } + +15 } + +16 + +} 17 + + 11 + 4.2.5 Handbrake () + + This function is used to make the car lose traction. By using this, the car will start drift- + ing. The amount of traction lost will depend on the handbrakeDriftMultiplier variable. + If this value is small, then the car will not drift too much, but if it is high, then you could + make the car to feel like going on ice. + + The next script calls this method when the user presses the Space key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKey(KeyCode.Space)){ + +13 PCC.CancelInvoke("DecelerateCar"); + +14 PCC.deceleratingCar = false; + +15 PCC.Handbrake(); + +16 } + +17 } + +18 + +} 19 + + 12 + 4.2.6 RecoverTraction () + + This function is used to recover the traction of the car when the user has stopped + using the car’s handbrake. Basically what it does is to reset the extremumSlip values + of the wheels to their original state. + + The next script calls this method when the user stops pressing the Space (handbrake) + key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKeyUp(KeyCode.Space)){ + +13 PCC.RecoverTraction(); + +14 } + +15 } + +16 + +} 17 + + 13 + 4.2.7 TurnLeft () and TurnRight() + + These functions turn the front car wheels either to left or right. The speed of this move- + ment will depend on the steeringSpeed variable. + + The next script calls these methods when the user presses either A (turn left) key or D + (turn right) key. + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(Input.GetKey(KeyCode.A)){ + +13 PCC.TurnLeft(); + +14 } + +15 if(Input.GetKey(KeyCode.D)){ + +16 PCC.TurnRight(); + +17 } + +18 } + +19 + +} 20 + + 14 + 4.2.8 ResetSteeringAngle() + + This function takes the front car wheels to their default position (rotation = 0). The + speed of this movement will depend on the steeringSpeed variable. + + The next script calls these methods when the user has stopped pressing both A (turn + left) key and D (turn right) key and the steeringAxis variable is not 0 (which means + that the rotation of the wheels is not 0). + +1 using System.Collections; +2 using System.Collections.Generic; +3 using UnityEngine; + +4 + +5 public class MyScript : MonoBehaviour{ + +6 + +7 public PrometeoCarController PCC; + +8 + +9 // Update is called once per frame + +10 void Update() + +11 { + +12 if(!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D) && + + → PCC.steeringAxis != 0){ + +13 PCC.ResetSteeringAngle(); + +14 } + +15 } + +16 + +} 17 + + 15 + 5 Full Script (With Comments) + +1 /* +2 MESSAGE FROM CREATOR: This script was coded by Mena. You can use it in your + + → games either these are commercial or +3 personal projects. You can even add or remove functions as you wish. However, + + → you cannot sell copies of this +4 script by itself, since it is originally distributed as a free product. +5 I wish you the best for your project. Good luck! + +6 + +7 P.S: If you need more cars, you can check my other vehicle assets on the + → Unity Asset Store, perhaps you could find + +8 something useful for your game. Best regards, Mena. +9 */ + +10 + +11 using System; +12 using System.Collections; +13 using System.Collections.Generic; +14 using UnityEngine; +15 using UnityEngine.UI; + +16 + +17 public class PrometeoCarController : MonoBehaviour +{ 18 + +19 + +20 //CAR SETUP + +21 + +22 [Space(20)] + +23 [Header("CAR SETUP")] + +24 [Space(10)] + +25 [Range(20, 250)] + +26 public int maxSpeed = 90; //The maximum speed that the car can reach in + + → km/h. + +27 [Range(10, 120)] + +28 public int maxReverseSpeed = 45; //The maximum speed that the car can + + → reach while going on reverse in km/h. + +29 [Range(1, 10)] + +30 public int accelerationMultiplier = 2; // How fast the car can + + → accelerate. 1 is a slow acceleration and 10 is the fastest. + +31 [Space(10)] + +32 [Range(10, 45)] + +33 public int maxSteeringAngle = 27; // The maximum angle that the tires + + → can reach while rotating the steering wheel. + +34 [Range(0.1f, 1f)] + +35 public float steeringSpeed = 0.5f; // How fast the steering wheel + + → turns. + +36 [Space(10)] + +37 [Range(100, 600)] + +38 public int brakeForce = 350; // The strength of the wheel brakes. + +39 [Range(1, 10)] + + 16 + 40 public int decelerationMultiplier = 2; // How fast the car decelerates + + → when the user is not using the throttle. + +41 [Range(1, 10)] + +42 public int handbrakeDriftMultiplier = 5; // How much grip the car loses + + → when the user hit the handbrake. + +43 [Space(10)] + +44 public Vector3 bodyMassCenter; // This is a vector that contains the + + → center of mass of the car. I recommend to set this value + +45 // in the points x = 0 and z = 0 of your + + → car. You can select the value that + + → you want in the y axis, + +46 // however, you must notice that the + + → higher this value is, the more + + → unstable the car becomes. + +47 // Usually the y value goes from 0 to + + → 1.5. + +48 + +49 //WHEELS + +50 + +51 [Space(20)] + +52 [Header("WHEELS")] + +53 [Space(10)] + +54 /* + +55 The following variables are used to store the wheels' data of the car. + + → We need both the mesh-only game objects and wheel + +56 collider components of the wheels. The wheel collider components and 3D + + → meshes of the wheels cannot come from the same + +57 game object; they must be separate game objects. + +58 */ + +59 public GameObject frontLeftMesh; + +60 public WheelCollider frontLeftCollider; + +61 [Space(10)] + +62 public GameObject frontRightMesh; + +63 public WheelCollider frontRightCollider; + +64 [Space(10)] + +65 public GameObject rearLeftMesh; + +66 public WheelCollider rearLeftCollider; + +67 [Space(10)] + +68 public GameObject rearRightMesh; + +69 public WheelCollider rearRightCollider; + +70 + +71 //PARTICLE SYSTEMS + +72 + +73 [Space(20)] + +74 [Header("EFFECTS")] + +75 [Space(10)] + +76 // The following particle systems are used as tire smoke when the car + + → drifts. + +77 public ParticleSystem RLWParticleSystem; + + 17 + 78 public ParticleSystem RRWParticleSystem; + +79 + +80 [Space(10)] + +81 // The following trail renderers are used as tire skids when the car + + → loses traction. + +82 public TrailRenderer RLWTireSkid; + +83 public TrailRenderer RRWTireSkid; + +84 + +85 //CAR DATA + +86 + +87 [HideInInspector] + +88 public float carSpeed; // Used to store the speed of the car. + +89 [HideInInspector] + +90 public bool isDrifting; // Used to know whether the car is drifting or + + → not. + +91 [HideInInspector] + +92 public bool isTractionLocked; // Used to know whether the traction of + + → the car is locked or not. + +93 + +94 //SPEED TEXT (UI) + +95 + +96 [Space(20)] + +97 [Header("UI")] + +98 [Space(10)] + +99 public Text carSpeedText; // Used to store the UI object that is going + + → to show the speed of the car. + +100 + +101 //SOUNDS + +102 + +103 [Space(20)] + +104 [Header("Sounds")] + +105 [Space(10)] + +106 public AudioSource carEngineSound; // This variable stores the sound of + + → the car engine. + +107 public AudioSource tireScreechSound; // This variable stores the sound + + → of the tire screech (when the car is drifting). + +108 float initialCarEngineSoundPitch; // Used to store the initial pitch of + + → the car engine sound. + +109 + +110 //PRIVATE VARIABLES + +111 + +112 /* + +113 IMPORTANT: The following variables should not be modified manually + + → since their values are automatically given via script. + +114 */ + +115 Rigidbody carRigidbody; // Stores the car's rigidbody. + +116 float steeringAxis; // Used to know whether the steering wheel has + + → reached the maximum value. It goes from -1 to 1. + +117 float throttleAxis; // Used to know whether the throttle has reached + + → the maximum value. It goes from -1 to 1. + + 18 + 118 float driftingAxis; + +119 float localVelocityZ; + +120 float localVelocityX; + +121 bool deceleratingCar; + +122 /* + +123 The following variables are used to store information about sideways + + → friction of the wheels (such as + +124 extremumSlip,extremumValue, asymptoteSlip, asymptoteValue and + + → stiffness). We change this values to + +125 make the car to start drifting. + +126 */ + +127 WheelFrictionCurve FLwheelFriction; + +128 float FLWextremumSlip; + +129 WheelFrictionCurve FRwheelFriction; + +130 float FRWextremumSlip; + +131 WheelFrictionCurve RLwheelFriction; + +132 float RLWextremumSlip; + +133 WheelFrictionCurve RRwheelFriction; + +134 float RRWextremumSlip; + +135 + +136 // Start is called before the first frame update + +137 void Start() + +138 { + +139 //In this part, we set the 'carRigidbody' value with the Rigidbody + + → attached to this + +140 //gameObject. Also, we define the center of mass of the car with the + + → Vector3 given + +141 //in the inspector. + +142 carRigidbody = gameObject.GetComponent(); + +143 carRigidbody.centerOfMass = bodyMassCenter; + +144 + +145 //Initial setup to calculate the drift value of the car. This part + + → could look a bit + +146 //complicated, but do not be afraid, the only thing we're doing here is + + → to save the default + +147 //friction values of the car wheels so we can set an appropiate + + → drifting value later. + +148 FLwheelFriction = new WheelFrictionCurve (); + +149 FLwheelFriction.extremumSlip = + + → frontLeftCollider.sidewaysFriction.extremumSlip; + +150 FLWextremumSlip = frontLeftCollider.sidewaysFriction.extremumSlip; + +151 FLwheelFriction.extremumValue = + + → frontLeftCollider.sidewaysFriction.extremumValue; + +152 FLwheelFriction.asymptoteSlip = + + → frontLeftCollider.sidewaysFriction.asymptoteSlip; + +153 FLwheelFriction.asymptoteValue = + + → frontLeftCollider.sidewaysFriction.asymptoteValue; + +154 FLwheelFriction.stiffness = + + → frontLeftCollider.sidewaysFriction.stiffness; + + 19 + 155 FRwheelFriction = new WheelFrictionCurve (); + +156 FRwheelFriction.extremumSlip = + + → frontRightCollider.sidewaysFriction.extremumSlip; + +157 FRWextremumSlip = frontRightCollider.sidewaysFriction.extremumSlip; + +158 FRwheelFriction.extremumValue = + + → frontRightCollider.sidewaysFriction.extremumValue; + +159 FRwheelFriction.asymptoteSlip = + + → frontRightCollider.sidewaysFriction.asymptoteSlip; + +160 FRwheelFriction.asymptoteValue = + + → frontRightCollider.sidewaysFriction.asymptoteValue; + +161 FRwheelFriction.stiffness = + + → frontRightCollider.sidewaysFriction.stiffness; + +162 RLwheelFriction = new WheelFrictionCurve (); + +163 RLwheelFriction.extremumSlip = + + → rearLeftCollider.sidewaysFriction.extremumSlip; + +164 RLWextremumSlip = rearLeftCollider.sidewaysFriction.extremumSlip; + +165 RLwheelFriction.extremumValue = + + → rearLeftCollider.sidewaysFriction.extremumValue; + +166 RLwheelFriction.asymptoteSlip = + + → rearLeftCollider.sidewaysFriction.asymptoteSlip; + +167 RLwheelFriction.asymptoteValue = + + → rearLeftCollider.sidewaysFriction.asymptoteValue; + +168 RLwheelFriction.stiffness = + + → rearLeftCollider.sidewaysFriction.stiffness; + +169 RRwheelFriction = new WheelFrictionCurve (); + +170 RRwheelFriction.extremumSlip = + + → rearRightCollider.sidewaysFriction.extremumSlip; + +171 RRWextremumSlip = rearRightCollider.sidewaysFriction.extremumSlip; + +172 RRwheelFriction.extremumValue = + + → rearRightCollider.sidewaysFriction.extremumValue; + +173 RRwheelFriction.asymptoteSlip = + + → rearRightCollider.sidewaysFriction.asymptoteSlip; + +174 RRwheelFriction.asymptoteValue = + + → rearRightCollider.sidewaysFriction.asymptoteValue; + +175 RRwheelFriction.stiffness = + + → rearRightCollider.sidewaysFriction.stiffness; + +176 + +177 // We save the initial pitch of the car engine sound. + +178 initialCarEngineSoundPitch = carEngineSound.pitch; + +179 + +180 // We invoke 2 methods inside this script. CarSpeedUI() changes the + + → text of the UI object that stores + +181 // the speed of the car and CarSounds() controls the engine and + + → drifting sounds. Both methods are invoked + +182 // in 0 seconds, and repeatedly called every 0.1 seconds. + +183 InvokeRepeating("CarSpeedUI", 0f, 0.1f); + +184 InvokeRepeating("CarSounds", 0f, 0.1f); + +185 } + +186 + + 20 + 187 // Update is called once per frame + +188 void Update() + +189 { + +190 + +191 //CAR DATA + +192 + +193 // We determine the speed of the car. + +194 carSpeed = (2 * Mathf.PI * frontLeftCollider.radius * + + → frontLeftCollider.rpm * 60) / 1000; + +195 // Save the local velocity of the car in the x axis. Used to know if + + → the car is drifting. + +196 localVelocityX = + + → transform.InverseTransformDirection(carRigidbody.velocity).x; + +197 // Save the local velocity of the car in the z axis. Used to know if + + → the car is going forward or backwards. + +198 localVelocityZ = + + → transform.InverseTransformDirection(carRigidbody.velocity).z; + +199 + +200 //CAR PHYSICS + +201 + +202 /* + +203 The following methods are called whenever a certain key is pressed. For + + → example, in the first 'if' we call the + +204 method GoForward() if the user has pressed W. + +205 + +206 In this part of the code we specify what the car needs to do if the + + → user presses W (throttle), S (reverse), + +207 A (turn left), D (turn right) or Space bar (handbrake). + +208 */ + +209 + +210 if(Input.GetKey(KeyCode.W)){ + +211 CancelInvoke("DecelerateCar"); + +212 deceleratingCar = false; + +213 GoForward(); + +214 } + +215 if(Input.GetKey(KeyCode.S)){ + +216 CancelInvoke("DecelerateCar"); + +217 deceleratingCar = false; + +218 GoReverse(); + +219 } + +220 + +221 if(Input.GetKey(KeyCode.A)){ + +222 TurnLeft(); + +223 } + +224 if(Input.GetKey(KeyCode.D)){ + +225 TurnRight(); + +226 } + +227 if(Input.GetKey(KeyCode.Space)){ + +228 CancelInvoke("DecelerateCar"); + + 21 + 229 deceleratingCar = false; + +230 Handbrake(); + +231 } + +232 if(Input.GetKeyUp(KeyCode.Space)){ + +233 RecoverTraction(); + +234 } + +235 if((!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W)) && + + → !Input.GetKey(KeyCode.Space) && !deceleratingCar){ + +236 InvokeRepeating("DecelerateCar", 0f, 0.1f); + +237 deceleratingCar = true; + +238 } + +239 if(!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D) && steeringAxis + + → != 0){ + +240 ResetSteeringAngle(); + +241 } + +242 + +243 // We call the method AnimateWheelMeshes() in order to match the wheel + + → collider movements with the 3D meshes of the wheels. + +244 AnimateWheelMeshes(); + +245 + +246 } + +247 + +248 // This method converts the car speed data from float to string, and then + + → set the text of the UI carSpeedText with this value. + +249 public void CarSpeedUI(){ + +250 float absoluteCarSpeed = Mathf.Abs(carSpeed); + +251 carSpeedText.text = Mathf.RoundToInt(absoluteCarSpeed).ToString(); + +252 } + +253 + +254 // This method controls the car sounds. For example, the car engine will + + → sound slow when the car speed is low because the + +255 // pitch of the sound will be at its lowest point. On the other hand, it + + → will sound fast when the car speed is high because + +256 // the pitch of the sound will be the sum of the initial pitch + the car + + → speed divided by 100f. + +257 // Apart from that, the tireScreechSound will play whenever the car + + → starts drifting or losing traction. + +258 public void CarSounds(){ + +259 float engineSoundPitch = initialCarEngineSoundPitch + + + → (Mathf.Abs(carSpeed) / 100f); + +260 carEngineSound.pitch = engineSoundPitch; + +261 if((isDrifting || isTractionLocked) && !tireScreechSound.isPlaying){ + +262 tireScreechSound.Play(); + +263 }else if(!isDrifting && !isTractionLocked){ + +264 tireScreechSound.Stop(); + +265 } + +266 } + +267 + +268 // + + 22 + 269 //STEERING METHODS + +270 // + +271 + +272 //The following method turns the front car wheels to the left. The speed + + → of this movement will depend on the steeringSpeed variable. + +273 public void TurnLeft(){ + +274 steeringAxis = steeringAxis - (Time.deltaTime * 10f * steeringSpeed); + +275 if(steeringAxis < -1f){ + +276 steeringAxis = -1f; + +277 } + +278 var steeringAngle = steeringAxis * maxSteeringAngle; + +279 frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, + + → steeringAngle, 0.5f); + +280 frontRightCollider.steerAngle = + + → Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, 0.5f); + +281 } + +282 + +283 //The following method turns the front car wheels to the right. The speed + + → of this movement will depend on the steeringSpeed variable. + +284 public void TurnRight(){ + +285 steeringAxis = steeringAxis + (Time.deltaTime * 10f * steeringSpeed); + +286 if(steeringAxis > 1f){ + +287 steeringAxis = 1f; + +288 } + +289 var steeringAngle = steeringAxis * maxSteeringAngle; + +290 frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, + + → steeringAngle, 0.5f); + +291 frontRightCollider.steerAngle = + + → Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, 0.5f); + +292 } + +293 + +294 //The following method takes the front car wheels to their default + + → position (rotation = 0). The speed of this movement will depend + +295 // on the steeringSpeed variable. + +296 public void ResetSteeringAngle(){ + +297 steeringAxis = Input.GetAxis("Horizontal"); + +298 var steeringAngle = steeringAxis; + +299 frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, + + → steeringAngle, steeringSpeed); + +300 frontRightCollider.steerAngle = + + → Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, + + → steeringSpeed); + +301 } + +302 + +303 // This method matches both the position and rotation of the + + → WheelColliders with the WheelMeshes. + +304 void AnimateWheelMeshes(){ + +305 try{ + +306 Quaternion FLWRotation; + + 23 + 307 Vector3 FLWPosition; + +308 frontLeftCollider.GetWorldPose(out FLWPosition, out FLWRotation); + +309 frontLeftMesh.transform.position = FLWPosition; + +310 frontLeftMesh.transform.rotation = FLWRotation; + +311 + +312 Quaternion FRWRotation; + +313 Vector3 FRWPosition; + +314 frontRightCollider.GetWorldPose(out FRWPosition, out FRWRotation); + +315 frontRightMesh.transform.position = FRWPosition; + +316 frontRightMesh.transform.rotation = FRWRotation; + +317 + +318 Quaternion RLWRotation; + +319 Vector3 RLWPosition; + +320 rearLeftCollider.GetWorldPose(out RLWPosition, out RLWRotation); + +321 rearLeftMesh.transform.position = RLWPosition; + +322 rearLeftMesh.transform.rotation = RLWRotation; + +323 + +324 Quaternion RRWRotation; + +325 Vector3 RRWPosition; + +326 rearRightCollider.GetWorldPose(out RRWPosition, out RRWRotation); + +327 rearRightMesh.transform.position = RRWPosition; + +328 rearRightMesh.transform.rotation = RRWRotation; + +329 }catch(Exception ex){ + +330 Debug.LogWarning(ex); + +331 } + +332 } + +333 + +334 // + +335 //ENGINE AND BRAKING METHODS + +336 // + +337 + +338 // This method apply positive torque to the wheels in order to go + + → forward. + +339 void GoForward(){ + +340 //If the forces aplied to the rigidbody in the 'x' asis are greater + + → than + +341 //3f, it means that the car is losing traction, then the car will start + + → emitting particle systems. + +342 if(Mathf.Abs(localVelocityX) > 2.5f){ + +343 isDrifting = true; + +344 DriftCarPS(); + +345 }else{ + +346 isDrifting = false; + +347 DriftCarPS(); + +348 } + +349 // The following part sets the throttle power to 1 smoothly. + +350 throttleAxis = throttleAxis + (Time.deltaTime * 3f); + +351 if(throttleAxis > 1f){ + +352 throttleAxis = 1f; + + 24 + 353 } + +354 //If the car is going backwards, then apply brakes in order to avoid + + → strange + +355 //behaviours. If the local velocity in the 'z' axis is less than -1f, + + → then it + +356 //is safe to apply positive torque to go forward. + +357 if(localVelocityZ < -1f){ + +358 Brakes(); + +359 }else{ + +360 if(Mathf.RoundToInt(carSpeed) < maxSpeed){ + +361 //Apply positive torque in all wheels to go forward if maxSpeed has + + → not been reached. + +362 frontLeftCollider.brakeTorque = 0; + +363 frontLeftCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +364 frontRightCollider.brakeTorque = 0; + +365 frontRightCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +366 rearLeftCollider.brakeTorque = 0; + +367 rearLeftCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +368 rearRightCollider.brakeTorque = 0; + +369 rearRightCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +370 }else { + +371 // If the maxSpeed has been reached, then stop applying torque to + + → the wheels. + +372 // IMPORTANT: The maxSpeed variable should be considered as an + + → approximation; the speed of the car + +373 // could be a bit higher than expected. + +374 frontLeftCollider.motorTorque = 0; + +375 frontRightCollider.motorTorque = 0; + +376 rearLeftCollider.motorTorque = 0; + +377 rearRightCollider.motorTorque = 0; + +378 } + +379 } + +380 } + +381 + +382 // This method apply negative torque to the wheels in order to go + + → backwards. + +383 public void GoReverse(){ + +384 //If the forces aplied to the rigidbody in the 'x' asis are greater + + → than + +385 //3f, it means that the car is losing traction, then the car will start + + → emitting particle systems. + +386 if(Mathf.Abs(localVelocityX) > 2.5f){ + +387 isDrifting = true; + +388 DriftCarPS(); + +389 }else{ + + 25 + 390 isDrifting = false; + +391 DriftCarPS(); + +392 } + +393 // The following part sets the throttle power to -1 smoothly. + +394 throttleAxis = throttleAxis - (Time.deltaTime * 3f); + +395 if(throttleAxis < -1f){ + +396 throttleAxis = -1f; + +397 } + +398 //If the car is still going forward, then apply brakes in order to + + → avoid strange + +399 //behaviours. If the local velocity in the 'z' axis is greater than 1f, + + → then it + +400 //is safe to apply negative torque to go reverse. + +401 if(localVelocityZ > 1f){ + +402 Brakes(); + +403 }else{ + +404 if(Mathf.Abs(Mathf.RoundToInt(carSpeed)) < maxReverseSpeed){ + +405 //Apply negative torque in all wheels to go in reverse if + + → maxReverseSpeed has not been reached. + +406 frontLeftCollider.brakeTorque = 0; + +407 frontLeftCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +408 frontRightCollider.brakeTorque = 0; + +409 frontRightCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +410 rearLeftCollider.brakeTorque = 0; + +411 rearLeftCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +412 rearRightCollider.brakeTorque = 0; + +413 rearRightCollider.motorTorque = (accelerationMultiplier * 50f) * + + → throttleAxis; + +414 }else { + +415 //If the maxReverseSpeed has been reached, then stop applying + + → torque to the wheels. + +416 // IMPORTANT: The maxReverseSpeed variable should be considered as + + → an approximation; the speed of the car + +417 // could be a bit higher than expected. + +418 frontLeftCollider.motorTorque = 0; + +419 frontRightCollider.motorTorque = 0; + +420 rearLeftCollider.motorTorque = 0; + +421 rearRightCollider.motorTorque = 0; + +422 } + +423 } + +424 } + +425 + +426 // The following method decelerates the speed of the car according to the + + → decelerationMultiplier variable, where + +427 // 1 is the slowest and 10 is the fastest deceleration. This method is + + → called by the function InvokeRepeating, + + 26 + 428 // usually every 0.1f when the user is not pressing W (throttle), S + + → (reverse) or Space bar (handbrake). + +429 public void DecelerateCar(){ + +430 if(Mathf.Abs(localVelocityX) > 2.5f){ + +431 isDrifting = true; + +432 DriftCarPS(); + +433 }else{ + +434 isDrifting = false; + +435 DriftCarPS(); + +436 } + +437 // The following part resets the throttle power to 0 smoothly. + +438 if(throttleAxis != 0f){ + +439 if(throttleAxis > 0f){ + +440 throttleAxis = throttleAxis - (Time.deltaTime * 10f); + +441 }else if(throttleAxis < 0f){ + +442 throttleAxis = throttleAxis + (Time.deltaTime * 10f); + +443 } + +444 if(Mathf.Abs(throttleAxis) < 0.15f){ + +445 throttleAxis = 0f; + +446 } + +447 } + +448 carRigidbody.velocity = carRigidbody.velocity * (1f / (1f + (0.025f * + + → decelerationMultiplier))); + +449 // Since we want to decelerate the car, we are going to remove the + + → torque from the wheels of the car. + +450 frontLeftCollider.motorTorque = 0; + +451 frontRightCollider.motorTorque = 0; + +452 rearLeftCollider.motorTorque = 0; + +453 rearRightCollider.motorTorque = 0; + +454 // If the magnitude of the car's velocity is less than 0.25f (very slow + + → velocity), then stop the car completely and + +455 // also cancel the invoke of this method. + +456 if(carRigidbody.velocity.magnitude < 0.25f){ + +457 carRigidbody.velocity = Vector3.zero; + +458 CancelInvoke("DecelerateCar"); + +459 } + +460 } + +461 + +462 // This function applies brake torque to the wheels according to the + + → brake force given by the user. + +463 public void Brakes(){ + +464 frontLeftCollider.brakeTorque = brakeForce; + +465 frontRightCollider.brakeTorque = brakeForce; + +466 rearLeftCollider.brakeTorque = brakeForce; + +467 rearRightCollider.brakeTorque = brakeForce; + +468 } + +469 + +470 // This function is used to make the car lose traction. By using this, + + → the car will start drifting. The amount of traction lost + + 27 + 471 // will depend on the handbrakeDriftMultiplier variable. If this value is + + → small, then the car will not drift too much, but if + +472 // it is high, then you could make the car to feel like going on ice. + +473 public void Handbrake(){ + +474 CancelInvoke("RecoverTraction"); + +475 // We are going to start losing traction smoothly, there is were our + + → 'driftingAxis' variable takes + +476 // place. This variable will start from 0 and will reach a top value of + + → 1, which means that the maximum + +477 // drifting value has been reached. It will increase smoothly by using + + → the variable Time.deltaTime. + +478 driftingAxis = driftingAxis + (Time.deltaTime); + +479 float secureStartingPoint = driftingAxis * FLWextremumSlip * + + → handbrakeDriftMultiplier; + +480 + +481 if(secureStartingPoint < FLWextremumSlip){ + +482 driftingAxis = FLWextremumSlip / (FLWextremumSlip * + + → handbrakeDriftMultiplier); + +483 } + +484 if(driftingAxis > 1f){ + +485 driftingAxis = 1f; + +486 } + +487 //If the forces aplied to the rigidbody in the 'x' asis are greater + + → than + +488 //3f, it means that the car lost its traction, then the car will start + + → emitting particle systems. + +489 if(Mathf.Abs(localVelocityX) > 2.5f){ + +490 isDrifting = true; + +491 }else{ + +492 isDrifting = false; + +493 } + +494 //If the 'driftingAxis' value is not 1f, it means that the wheels have + + → not reach their maximum drifting + +495 //value, so, we are going to continue increasing the sideways friction + + → of the wheels until driftingAxis + +496 // = 1f. + +497 if(driftingAxis < 1f){ + +498 FLwheelFriction.extremumSlip = FLWextremumSlip * + + → handbrakeDriftMultiplier * driftingAxis; + +499 frontLeftCollider.sidewaysFriction = FLwheelFriction; + +500 + +501 FRwheelFriction.extremumSlip = FRWextremumSlip * + + → handbrakeDriftMultiplier * driftingAxis; + +502 frontRightCollider.sidewaysFriction = FRwheelFriction; + +503 + +504 RLwheelFriction.extremumSlip = RLWextremumSlip * + + → handbrakeDriftMultiplier * driftingAxis; + +505 rearLeftCollider.sidewaysFriction = RLwheelFriction; + +506 + + 28 + 507 RRwheelFriction.extremumSlip = RRWextremumSlip * + + → handbrakeDriftMultiplier * driftingAxis; + +508 rearRightCollider.sidewaysFriction = RRwheelFriction; + +509 } + +510 + +511 // Whenever the player uses the handbrake, it means that the wheels are + + → locked, so we set 'isTractionLocked = true' + +512 // and, as a consequense, the car starts to emit trails to simulate the + + → wheel skids. + +513 isTractionLocked = true; + +514 DriftCarPS(); + +515 + +516 } + +517 + +518 // This function is used to emit both the particle systems of the tires' + + → smoke and the trail renderers of the tire skids + +519 // depending on the value of the bool variables 'isDrifting' and + + → 'isTractionLocked'. + +520 public void DriftCarPS(){ + +521 try{ + +522 if(isDrifting){ + +523 RLWParticleSystem.Play(); + +524 RRWParticleSystem.Play(); + +525 }else if(!isDrifting){ + +526 RLWParticleSystem.Stop(); + +527 RRWParticleSystem.Stop(); + +528 } + +529 }catch(Exception ex){ + +530 Debug.LogWarning(ex); + +531 } + +532 + +533 try{ + +534 if(isTractionLocked || Mathf.Abs(localVelocityX) > 8f){ + +535 RLWTireSkid.emitting = true; + +536 RRWTireSkid.emitting = true; + +537 }else { + +538 RLWTireSkid.emitting = false; + +539 RRWTireSkid.emitting = false; + +540 } + +541 }catch(Exception ex){ + +542 Debug.LogWarning(ex); + +543 } + +544 + +545 } + +546 + +547 // This function is used to recover the traction of the car when the user + + → has stopped using the car's handbrake. + +548 public void RecoverTraction(){ + +549 isTractionLocked = false; + + 29 + 550 driftingAxis = driftingAxis - (Time.deltaTime / 1.5f); +551 if(driftingAxis < 0f){ +552 +553 driftingAxis = 0f; +554 } +555 + //If the 'driftingAxis' value is not 0f, it means that the wheels have +556 → not recovered their traction. + //We are going to continue decreasing the sideways friction of the +557 → wheels until we reach the initial +558 // car's grip. +559 if(FLwheelFriction.extremumSlip > FLWextremumSlip){ + +560 FLwheelFriction.extremumSlip = FLWextremumSlip * +561 → handbrakeDriftMultiplier * driftingAxis; +562 frontLeftCollider.sidewaysFriction = FLwheelFriction; + +563 FRwheelFriction.extremumSlip = FRWextremumSlip * +564 → handbrakeDriftMultiplier * driftingAxis; +565 frontRightCollider.sidewaysFriction = FRwheelFriction; + +566 RLwheelFriction.extremumSlip = RLWextremumSlip * +567 → handbrakeDriftMultiplier * driftingAxis; +568 rearLeftCollider.sidewaysFriction = RLwheelFriction; + +569 RRwheelFriction.extremumSlip = RRWextremumSlip * +570 → handbrakeDriftMultiplier * driftingAxis; +571 rearRightCollider.sidewaysFriction = RRwheelFriction; +572 +573 Invoke("RecoverTraction", Time.deltaTime); +574 +575 }else if (FLwheelFriction.extremumSlip < FLWextremumSlip){ +576 FLwheelFriction.extremumSlip = FLWextremumSlip; +577 frontLeftCollider.sidewaysFriction = FLwheelFriction; +578 +579 FRwheelFriction.extremumSlip = FRWextremumSlip; +580 frontRightCollider.sidewaysFriction = FRwheelFriction; +581 +582 RLwheelFriction.extremumSlip = RLWextremumSlip; +583 rearLeftCollider.sidewaysFriction = RLwheelFriction; +584 +585 RRwheelFriction.extremumSlip = RRWextremumSlip; +586 rearRightCollider.sidewaysFriction = RRwheelFriction; +587 +588 driftingAxis = 0f; +589 } + } +} 590 + + 30 + diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf.meta b/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf.meta new file mode 100644 index 00000000..28b00c2f --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Documentation/Documentation (Prometeo).pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 858a0560c766d2945b4d81b48c306446 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Editor.meta b/Assets/ArtRes/PROMETEO - Car Controller/Editor.meta new file mode 100644 index 00000000..db40d412 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 37cfaa076412c9048b464abd56e3796d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Editor/PrometeoEditor.cs b/Assets/ArtRes/PROMETEO - Car Controller/Editor/PrometeoEditor.cs new file mode 100644 index 00000000..05514af8 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Editor/PrometeoEditor.cs @@ -0,0 +1,252 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.AnimatedValues; + +[CustomEditor(typeof(PrometeoCarController))] +[System.Serializable] +public class PrometeoEditor : Editor{ + + enum displayFieldType {DisplayAsAutomaticFields, DisplayAsCustomizableGUIFields} + displayFieldType DisplayFieldType; + + private PrometeoCarController prometeo; + private SerializedObject SO; + // + // + //CAR SETUP + // + // + private SerializedProperty maxSpeed; + private SerializedProperty maxReverseSpeed; + private SerializedProperty accelerationMultiplier; + private SerializedProperty maxSteeringAngle; + private SerializedProperty steeringSpeed; + private SerializedProperty brakeForce; + private SerializedProperty decelerationMultiplier; + private SerializedProperty handbrakeDriftMultiplier; + private SerializedProperty bodyMassCenter; + // + // + //WHEELS VARIABLES + // + // + private SerializedProperty frontLeftMesh; + private SerializedProperty frontLeftCollider; + private SerializedProperty frontRightMesh; + private SerializedProperty frontRightCollider; + private SerializedProperty rearLeftMesh; + private SerializedProperty rearLeftCollider; + private SerializedProperty rearRightMesh; + private SerializedProperty rearRightCollider; + // + // + //PARTICLE SYSTEMS' VARIABLES + // + // + private SerializedProperty useEffects; + private SerializedProperty RLWParticleSystem; + private SerializedProperty RRWParticleSystem; + private SerializedProperty RLWTireSkid; + private SerializedProperty RRWTireSkid; + // + // + //SPEED TEXT (UI) VARIABLES + // + // + private SerializedProperty useUI; + private SerializedProperty carSpeedText; + // + // + //SPEED TEXT (UI) VARIABLES + // + // + private SerializedProperty useSounds; + private SerializedProperty carEngineSound; + private SerializedProperty tireScreechSound; + // + // + //TOUCH CONTROLS VARIABLES + // + // + private SerializedProperty useTouchControls; + private SerializedProperty throttleButton; + private SerializedProperty reverseButton; + private SerializedProperty turnRightButton; + private SerializedProperty turnLeftButton; + private SerializedProperty handbrakeButton; + + private void OnEnable(){ + prometeo = (PrometeoCarController)target; + SO = new SerializedObject(target); + + maxSpeed = SO.FindProperty("maxSpeed"); + maxReverseSpeed = SO.FindProperty("maxReverseSpeed"); + accelerationMultiplier = SO.FindProperty("accelerationMultiplier"); + maxSteeringAngle = SO.FindProperty("maxSteeringAngle"); + steeringSpeed = SO.FindProperty("steeringSpeed"); + brakeForce = SO.FindProperty("brakeForce"); + decelerationMultiplier = SO.FindProperty("decelerationMultiplier"); + handbrakeDriftMultiplier = SO.FindProperty("handbrakeDriftMultiplier"); + bodyMassCenter = SO.FindProperty("bodyMassCenter"); + + frontLeftMesh = SO.FindProperty("frontLeftMesh"); + frontLeftCollider = SO.FindProperty("frontLeftCollider"); + frontRightMesh = SO.FindProperty("frontRightMesh"); + frontRightCollider = SO.FindProperty("frontRightCollider"); + rearLeftMesh = SO.FindProperty("rearLeftMesh"); + rearLeftCollider = SO.FindProperty("rearLeftCollider"); + rearRightMesh = SO.FindProperty("rearRightMesh"); + rearRightCollider = SO.FindProperty("rearRightCollider"); + + useEffects = SO.FindProperty("useEffects"); + RLWParticleSystem = SO.FindProperty("RLWParticleSystem"); + RRWParticleSystem = SO.FindProperty("RRWParticleSystem"); + RLWTireSkid = SO.FindProperty("RLWTireSkid"); + RRWTireSkid = SO.FindProperty("RRWTireSkid"); + + useUI = SO.FindProperty("useUI"); + carSpeedText = SO.FindProperty("carSpeedText"); + + useSounds = SO.FindProperty("useSounds"); + carEngineSound = SO.FindProperty("carEngineSound"); + tireScreechSound = SO.FindProperty("tireScreechSound"); + + useTouchControls = SO.FindProperty("useTouchControls"); + throttleButton = SO.FindProperty("throttleButton"); + reverseButton = SO.FindProperty("reverseButton"); + turnRightButton = SO.FindProperty("turnRightButton"); + turnLeftButton = SO.FindProperty("turnLeftButton"); + handbrakeButton = SO.FindProperty("handbrakeButton"); + + } + + public override void OnInspectorGUI(){ + + SO.Update(); + + GUILayout.Space(25); + GUILayout.Label("CAR SETUP", EditorStyles.boldLabel); + GUILayout.Space(10); + // + // + //CAR SETUP + // + // + // + maxSpeed.intValue = EditorGUILayout.IntSlider("Max Speed:", maxSpeed.intValue, 20, 190); + maxReverseSpeed.intValue = EditorGUILayout.IntSlider("Max Reverse Speed:", maxReverseSpeed.intValue, 10, 120); + accelerationMultiplier.intValue = EditorGUILayout.IntSlider("Acceleration Multiplier:", accelerationMultiplier.intValue, 1, 10); + maxSteeringAngle.intValue = EditorGUILayout.IntSlider("Max Steering Angle:", maxSteeringAngle.intValue, 10, 45); + steeringSpeed.floatValue = EditorGUILayout.Slider("Steering Speed:", steeringSpeed.floatValue, 0.1f, 1f); + brakeForce.intValue = EditorGUILayout.IntSlider("Brake Force:", brakeForce.intValue, 100, 600); + decelerationMultiplier.intValue = EditorGUILayout.IntSlider("Deceleration Multiplier:", decelerationMultiplier.intValue, 1, 10); + handbrakeDriftMultiplier.intValue = EditorGUILayout.IntSlider("Drift Multiplier:", handbrakeDriftMultiplier.intValue, 1, 10); + EditorGUILayout.PropertyField(bodyMassCenter, new GUIContent("Mass Center of Car: ")); + + // + // + //WHEELS + // + // + + GUILayout.Space(25); + GUILayout.Label("WHEELS", EditorStyles.boldLabel); + GUILayout.Space(10); + + EditorGUILayout.PropertyField(frontLeftMesh, new GUIContent("Front Left Mesh: ")); + EditorGUILayout.PropertyField(frontLeftCollider, new GUIContent("Front Left Collider: ")); + + EditorGUILayout.PropertyField(frontRightMesh, new GUIContent("Front Right Mesh: ")); + EditorGUILayout.PropertyField(frontRightCollider, new GUIContent("Front Right Collider: ")); + + EditorGUILayout.PropertyField(rearLeftMesh, new GUIContent("Rear Left Mesh: ")); + EditorGUILayout.PropertyField(rearLeftCollider, new GUIContent("Rear Left Collider: ")); + + EditorGUILayout.PropertyField(rearRightMesh, new GUIContent("Rear Right Mesh: ")); + EditorGUILayout.PropertyField(rearRightCollider, new GUIContent("Rear Right Collider: ")); + + // + // + //EFFECTS + // + // + + GUILayout.Space(25); + GUILayout.Label("EFFECTS", EditorStyles.boldLabel); + GUILayout.Space(10); + + useEffects.boolValue = EditorGUILayout.BeginToggleGroup("Use effects (particle systems)?", useEffects.boolValue); + GUILayout.Space(10); + + EditorGUILayout.PropertyField(RLWParticleSystem, new GUIContent("Rear Left Particle System: ")); + EditorGUILayout.PropertyField(RRWParticleSystem, new GUIContent("Rear Right Particle System: ")); + + EditorGUILayout.PropertyField(RLWTireSkid, new GUIContent("Rear Left Trail Renderer: ")); + EditorGUILayout.PropertyField(RRWTireSkid, new GUIContent("Rear Right Trail Renderer: ")); + + EditorGUILayout.EndToggleGroup(); + + // + // + //UI + // + // + + GUILayout.Space(25); + GUILayout.Label("UI", EditorStyles.boldLabel); + GUILayout.Space(10); + + useUI.boolValue = EditorGUILayout.BeginToggleGroup("Use UI (Speed text)?", useUI.boolValue); + GUILayout.Space(10); + + EditorGUILayout.PropertyField(carSpeedText, new GUIContent("Speed Text (UI): ")); + + EditorGUILayout.EndToggleGroup(); + + // + // + //SOUNDS + // + // + + GUILayout.Space(25); + GUILayout.Label("SOUNDS", EditorStyles.boldLabel); + GUILayout.Space(10); + + useSounds.boolValue = EditorGUILayout.BeginToggleGroup("Use sounds (car sounds)?", useSounds.boolValue); + GUILayout.Space(10); + + EditorGUILayout.PropertyField(carEngineSound, new GUIContent("Car Engine Sound: ")); + EditorGUILayout.PropertyField(tireScreechSound, new GUIContent("Tire Screech Sound: ")); + + EditorGUILayout.EndToggleGroup(); + + // + // + //TOUCH CONTROLS + // + // + + GUILayout.Space(25); + GUILayout.Label("TOUCH CONTROLS", 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licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. 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Perhaps you could find something +useful for your project: + +ARCADE: ULTIMATE PACK DRIVE: Low Poly Cars SHADED: Retro Cars + +An ever growing vehicle pack A complete set of racing cars A complete set of colorful +with over 100 unique models. modeled in low-poly style. vehicles with cartoon style. +Includes racing cars, trucks, Includes rally, muscle and Made with love and rock n' roll. +planes and more. super cars. + diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scenes/More Cars.pdf.meta b/Assets/ArtRes/PROMETEO - Car Controller/Scenes/More Cars.pdf.meta new file mode 100644 index 00000000..3b9d2f28 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scenes/More Cars.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 83e25f10822c92148aebec84a4eac3d0 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scripts.meta b/Assets/ArtRes/PROMETEO - Car Controller/Scripts.meta new file mode 100644 index 00000000..5a514a50 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 649d92e8f4c0cb84fbcf9897c7b84c6f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs new file mode 100644 index 00000000..137ea92c --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollow : MonoBehaviour { + + public Transform carTransform; + [Range(1, 10)] + public float followSpeed = 2; + [Range(1, 10)] + public float lookSpeed = 5; + Vector3 initialCameraPosition; + Vector3 initialCarPosition; + Vector3 absoluteInitCameraPosition; + + void Start(){ + initialCameraPosition = gameObject.transform.position; + initialCarPosition = carTransform.position; + absoluteInitCameraPosition = initialCameraPosition - initialCarPosition; + } + + void FixedUpdate() + { + //Look at car + Vector3 _lookDirection = (new Vector3(carTransform.position.x, carTransform.position.y, carTransform.position.z)) - transform.position; + Quaternion _rot = Quaternion.LookRotation(_lookDirection, Vector3.up); + transform.rotation = Quaternion.Lerp(transform.rotation, _rot, lookSpeed * Time.deltaTime); + + //Move to car + Vector3 _targetPos = absoluteInitCameraPosition + carTransform.transform.position; + transform.position = Vector3.Lerp(transform.position, _targetPos, followSpeed * Time.deltaTime); + + } + +} diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs.meta b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs.meta new file mode 100644 index 00000000..cdfbd13f --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/CameraFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5f6d3ff905719c845a4a6404bc4d4162 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs new file mode 100644 index 00000000..6364af33 --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs @@ -0,0 +1,776 @@ +/* +MESSAGE FROM CREATOR: This script was coded by Mena. You can use it in your games either these are commercial or +personal projects. You can even add or remove functions as you wish. However, you cannot sell copies of this +script by itself, since it is originally distributed as a free product. +I wish you the best for your project. Good luck! + +P.S: If you need more cars, you can check my other vehicle assets on the Unity Asset Store, perhaps you could find +something useful for your game. Best regards, Mena. +*/ + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PrometeoCarController : MonoBehaviour +{ + + //CAR SETUP + + [Space(20)] + //[Header("CAR SETUP")] + [Space(10)] + [Range(20, 190)] + public int maxSpeed = 90; //The maximum speed that the car can reach in km/h. + [Range(10, 120)] + public int maxReverseSpeed = 45; //The maximum speed that the car can reach while going on reverse in km/h. + [Range(1, 10)] + public int accelerationMultiplier = 2; // How fast the car can accelerate. 1 is a slow acceleration and 10 is the fastest. + [Space(10)] + [Range(10, 45)] + public int maxSteeringAngle = 27; // The maximum angle that the tires can reach while rotating the steering wheel. + [Range(0.1f, 1f)] + public float steeringSpeed = 0.5f; // How fast the steering wheel turns. + [Space(10)] + [Range(100, 600)] + public int brakeForce = 350; // The strength of the wheel brakes. + [Range(1, 10)] + public int decelerationMultiplier = 2; // How fast the car decelerates when the user is not using the throttle. + [Range(1, 10)] + public int handbrakeDriftMultiplier = 5; // How much grip the car loses when the user hit the handbrake. + [Space(10)] + public Vector3 bodyMassCenter; // This is a vector that contains the center of mass of the car. I recommend to set this value + // in the points x = 0 and z = 0 of your car. You can select the value that you want in the y axis, + // however, you must notice that the higher this value is, the more unstable the car becomes. + // Usually the y value goes from 0 to 1.5. + + //WHEELS + + //[Header("WHEELS")] + + /* + The following variables are used to store the wheels' data of the car. We need both the mesh-only game objects and wheel + collider components of the wheels. The wheel collider components and 3D meshes of the wheels cannot come from the same + game object; they must be separate game objects. + */ + public GameObject frontLeftMesh; + public WheelCollider frontLeftCollider; + [Space(10)] + public GameObject frontRightMesh; + public WheelCollider frontRightCollider; + [Space(10)] + public GameObject rearLeftMesh; + public WheelCollider rearLeftCollider; + [Space(10)] + public GameObject rearRightMesh; + public WheelCollider rearRightCollider; + + //PARTICLE SYSTEMS + + [Space(20)] + //[Header("EFFECTS")] + [Space(10)] + //The following variable lets you to set up particle systems in your car + public bool useEffects = false; + + // The following particle systems are used as tire smoke when the car drifts. + public ParticleSystem RLWParticleSystem; + public ParticleSystem RRWParticleSystem; + + [Space(10)] + // The following trail renderers are used as tire skids when the car loses traction. + public TrailRenderer RLWTireSkid; + public TrailRenderer RRWTireSkid; + + //SPEED TEXT (UI) + + [Space(20)] + //[Header("UI")] + [Space(10)] + //The following variable lets you to set up a UI text to display the speed of your car. + public bool useUI = false; + public Text carSpeedText; // Used to store the UI object that is going to show the speed of the car. + + //SOUNDS + + [Space(20)] + //[Header("Sounds")] + [Space(10)] + //The following variable lets you to set up sounds for your car such as the car engine or tire screech sounds. + public bool useSounds = false; + public AudioSource carEngineSound; // This variable stores the sound of the car engine. + public AudioSource tireScreechSound; // This variable stores the sound of the tire screech (when the car is drifting). + float initialCarEngineSoundPitch; // Used to store the initial pitch of the car engine sound. + + //CONTROLS + + [Space(20)] + //[Header("CONTROLS")] + [Space(10)] + //The following variables lets you to set up touch controls for mobile devices. + public bool useTouchControls = false; + public GameObject throttleButton; + PrometeoTouchInput throttlePTI; + public GameObject reverseButton; + PrometeoTouchInput reversePTI; + public GameObject turnRightButton; + PrometeoTouchInput turnRightPTI; + public GameObject turnLeftButton; + PrometeoTouchInput turnLeftPTI; + public GameObject handbrakeButton; + PrometeoTouchInput handbrakePTI; + + //CAR DATA + + [HideInInspector] + public float carSpeed; // Used to store the speed of the car. + [HideInInspector] + public bool isDrifting; // Used to know whether the car is drifting or not. + [HideInInspector] + public bool isTractionLocked; // Used to know whether the traction of the car is locked or not. + + //PRIVATE VARIABLES + + /* + IMPORTANT: The following variables should not be modified manually since their values are automatically given via script. + */ + Rigidbody carRigidbody; // Stores the car's rigidbody. + float steeringAxis; // Used to know whether the steering wheel has reached the maximum value. It goes from -1 to 1. + float throttleAxis; // Used to know whether the throttle has reached the maximum value. It goes from -1 to 1. + float driftingAxis; + float localVelocityZ; + float localVelocityX; + bool deceleratingCar; + bool touchControlsSetup = false; + /* + The following variables are used to store information about sideways friction of the wheels (such as + extremumSlip,extremumValue, asymptoteSlip, asymptoteValue and stiffness). We change this values to + make the car to start drifting. + */ + WheelFrictionCurve FLwheelFriction; + float FLWextremumSlip; + WheelFrictionCurve FRwheelFriction; + float FRWextremumSlip; + WheelFrictionCurve RLwheelFriction; + float RLWextremumSlip; + WheelFrictionCurve RRwheelFriction; + float RRWextremumSlip; + + // Start is called before the first frame update + void Start() + { + //In this part, we set the 'carRigidbody' value with the Rigidbody attached to this + //gameObject. Also, we define the center of mass of the car with the Vector3 given + //in the inspector. + carRigidbody = gameObject.GetComponent(); + carRigidbody.centerOfMass = bodyMassCenter; + + //Initial setup to calculate the drift value of the car. This part could look a bit + //complicated, but do not be afraid, the only thing we're doing here is to save the default + //friction values of the car wheels so we can set an appropiate drifting value later. + FLwheelFriction = new WheelFrictionCurve (); + FLwheelFriction.extremumSlip = frontLeftCollider.sidewaysFriction.extremumSlip; + FLWextremumSlip = frontLeftCollider.sidewaysFriction.extremumSlip; + FLwheelFriction.extremumValue = frontLeftCollider.sidewaysFriction.extremumValue; + FLwheelFriction.asymptoteSlip = frontLeftCollider.sidewaysFriction.asymptoteSlip; + FLwheelFriction.asymptoteValue = frontLeftCollider.sidewaysFriction.asymptoteValue; + FLwheelFriction.stiffness = frontLeftCollider.sidewaysFriction.stiffness; + FRwheelFriction = new WheelFrictionCurve (); + FRwheelFriction.extremumSlip = frontRightCollider.sidewaysFriction.extremumSlip; + FRWextremumSlip = frontRightCollider.sidewaysFriction.extremumSlip; + FRwheelFriction.extremumValue = frontRightCollider.sidewaysFriction.extremumValue; + FRwheelFriction.asymptoteSlip = frontRightCollider.sidewaysFriction.asymptoteSlip; + FRwheelFriction.asymptoteValue = frontRightCollider.sidewaysFriction.asymptoteValue; + FRwheelFriction.stiffness = frontRightCollider.sidewaysFriction.stiffness; + RLwheelFriction = new WheelFrictionCurve (); + RLwheelFriction.extremumSlip = rearLeftCollider.sidewaysFriction.extremumSlip; + RLWextremumSlip = rearLeftCollider.sidewaysFriction.extremumSlip; + RLwheelFriction.extremumValue = rearLeftCollider.sidewaysFriction.extremumValue; + RLwheelFriction.asymptoteSlip = rearLeftCollider.sidewaysFriction.asymptoteSlip; + RLwheelFriction.asymptoteValue = rearLeftCollider.sidewaysFriction.asymptoteValue; + RLwheelFriction.stiffness = rearLeftCollider.sidewaysFriction.stiffness; + RRwheelFriction = new WheelFrictionCurve (); + RRwheelFriction.extremumSlip = rearRightCollider.sidewaysFriction.extremumSlip; + RRWextremumSlip = rearRightCollider.sidewaysFriction.extremumSlip; + RRwheelFriction.extremumValue = rearRightCollider.sidewaysFriction.extremumValue; + RRwheelFriction.asymptoteSlip = rearRightCollider.sidewaysFriction.asymptoteSlip; + RRwheelFriction.asymptoteValue = rearRightCollider.sidewaysFriction.asymptoteValue; + RRwheelFriction.stiffness = rearRightCollider.sidewaysFriction.stiffness; + + // We save the initial pitch of the car engine sound. + if(carEngineSound != null){ + initialCarEngineSoundPitch = carEngineSound.pitch; + } + + // We invoke 2 methods inside this script. CarSpeedUI() changes the text of the UI object that stores + // the speed of the car and CarSounds() controls the engine and drifting sounds. Both methods are invoked + // in 0 seconds, and repeatedly called every 0.1 seconds. + if(useUI){ + InvokeRepeating("CarSpeedUI", 0f, 0.1f); + }else if(!useUI){ + if(carSpeedText != null){ + carSpeedText.text = "0"; + } + } + + if(useSounds){ + InvokeRepeating("CarSounds", 0f, 0.1f); + }else if(!useSounds){ + if(carEngineSound != null){ + carEngineSound.Stop(); + } + if(tireScreechSound != null){ + tireScreechSound.Stop(); + } + } + + if(!useEffects){ + if(RLWParticleSystem != null){ + RLWParticleSystem.Stop(); + } + if(RRWParticleSystem != null){ + RRWParticleSystem.Stop(); + } + if(RLWTireSkid != null){ + RLWTireSkid.emitting = false; + } + if(RRWTireSkid != null){ + RRWTireSkid.emitting = false; + } + } + + if(useTouchControls){ + if(throttleButton != null && reverseButton != null && + turnRightButton != null && turnLeftButton != null + && handbrakeButton != null){ + + throttlePTI = throttleButton.GetComponent(); + reversePTI = reverseButton.GetComponent(); + turnLeftPTI = turnLeftButton.GetComponent(); + turnRightPTI = turnRightButton.GetComponent(); + handbrakePTI = handbrakeButton.GetComponent(); + touchControlsSetup = true; + + }else{ + String ex = "Touch controls are not completely set up. You must drag and drop your scene buttons in the" + + " PrometeoCarController component."; + Debug.LogWarning(ex); + } + } + + } + + // Update is called once per frame + void Update() + { + + //CAR DATA + + // We determine the speed of the car. + // carSpeed = (2 * Mathf.PI * frontLeftCollider.radius * frontLeftCollider.rpm * 60) / 1000; + carSpeed = (2 * Mathf.PI * frontLeftCollider.radius * frontLeftCollider.rpm * 60) / 2000;//ʾٶȵС2 + + // Save the local velocity of the car in the x axis. Used to know if the car is drifting. + localVelocityX = transform.InverseTransformDirection(carRigidbody.velocity).x; + // Save the local velocity of the car in the z axis. Used to know if the car is going forward or backwards. + localVelocityZ = transform.InverseTransformDirection(carRigidbody.velocity).z; + + //CAR PHYSICS + + /* + The next part is regarding to the car controller. First, it checks if the user wants to use touch controls (for + mobile devices) or analog input controls (WASD + Space). + + The following methods are called whenever a certain key is pressed. For example, in the first 'if' we call the + method GoForward() if the user has pressed W. + + In this part of the code we specify what the car needs to do if the user presses W (throttle), S (reverse), + A (turn left), D (turn right) or Space bar (handbrake). + */ + if (useTouchControls && touchControlsSetup){ + + if(throttlePTI.buttonPressed){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + GoForward(); + } + if(reversePTI.buttonPressed){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + GoReverse(); + } + + if(turnLeftPTI.buttonPressed){ + TurnLeft(); + } + if(turnRightPTI.buttonPressed){ + TurnRight(); + } + if(handbrakePTI.buttonPressed){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + Handbrake(); + } + if(!handbrakePTI.buttonPressed){ + RecoverTraction(); + } + if((!throttlePTI.buttonPressed && !reversePTI.buttonPressed)){ + ThrottleOff(); + } + if((!reversePTI.buttonPressed && !throttlePTI.buttonPressed) && !handbrakePTI.buttonPressed && !deceleratingCar){ + InvokeRepeating("DecelerateCar", 0f, 0.1f); + deceleratingCar = true; + } + if(!turnLeftPTI.buttonPressed && !turnRightPTI.buttonPressed && steeringAxis != 0f){ + ResetSteeringAngle(); + } + + }else{ + + if(Input.GetKey(KeyCode.W)){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + GoForward(); + } + if(Input.GetKey(KeyCode.S)){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + GoReverse(); + } + + if(Input.GetKey(KeyCode.A)){ + TurnLeft(); + } + if(Input.GetKey(KeyCode.D)){ + TurnRight(); + } + if(Input.GetKey(KeyCode.Space)){ + CancelInvoke("DecelerateCar"); + deceleratingCar = false; + Handbrake(); + } + if(Input.GetKeyUp(KeyCode.Space)){ + RecoverTraction(); + } + if((!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))){ + ThrottleOff(); + } + if((!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W)) && !Input.GetKey(KeyCode.Space) && !deceleratingCar){ + InvokeRepeating("DecelerateCar", 0f, 0.1f); + deceleratingCar = true; + } + if(!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D) && steeringAxis != 0f){ + ResetSteeringAngle(); + } + + } + + + // We call the method AnimateWheelMeshes() in order to match the wheel collider movements with the 3D meshes of the wheels. + AnimateWheelMeshes(); + + } + + // This method converts the car speed data from float to string, and then set the text of the UI carSpeedText with this value. + public void CarSpeedUI(){ + + if(useUI){ + try{ + float absoluteCarSpeed = Mathf.Abs(carSpeed); + carSpeedText.text = Mathf.RoundToInt(absoluteCarSpeed).ToString(); + }catch(Exception ex){ + Debug.LogWarning(ex); + } + } + + } + + // This method controls the car sounds. For example, the car engine will sound slow when the car speed is low because the + // pitch of the sound will be at its lowest point. On the other hand, it will sound fast when the car speed is high because + // the pitch of the sound will be the sum of the initial pitch + the car speed divided by 100f. + // Apart from that, the tireScreechSound will play whenever the car starts drifting or losing traction. + public void CarSounds(){ + + if(useSounds){ + try{ + if(carEngineSound != null){ + float engineSoundPitch = initialCarEngineSoundPitch + (Mathf.Abs(carRigidbody.velocity.magnitude) / 25f); + carEngineSound.pitch = engineSoundPitch; + } + if((isDrifting) || (isTractionLocked && Mathf.Abs(carSpeed) > 12f)){ + if(!tireScreechSound.isPlaying){ + tireScreechSound.Play(); + } + }else if((!isDrifting) && (!isTractionLocked || Mathf.Abs(carSpeed) < 12f)){ + tireScreechSound.Stop(); + } + }catch(Exception ex){ + Debug.LogWarning(ex); + } + }else if(!useSounds){ + if(carEngineSound != null && carEngineSound.isPlaying){ + carEngineSound.Stop(); + } + if(tireScreechSound != null && tireScreechSound.isPlaying){ + tireScreechSound.Stop(); + } + } + + } + + // + //STEERING METHODS + // + + //The following method turns the front car wheels to the left. The speed of this movement will depend on the steeringSpeed variable. + public void TurnLeft(){ + steeringAxis = steeringAxis - (Time.deltaTime * 10f * steeringSpeed); + if(steeringAxis < -1f){ + steeringAxis = -1f; + } + var steeringAngle = steeringAxis * maxSteeringAngle; + frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, steeringAngle, steeringSpeed); + frontRightCollider.steerAngle = Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, steeringSpeed); + } + + //The following method turns the front car wheels to the right. The speed of this movement will depend on the steeringSpeed variable. + public void TurnRight(){ + steeringAxis = steeringAxis + (Time.deltaTime * 10f * steeringSpeed); + if(steeringAxis > 1f){ + steeringAxis = 1f; + } + var steeringAngle = steeringAxis * maxSteeringAngle; + frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, steeringAngle, steeringSpeed); + frontRightCollider.steerAngle = Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, steeringSpeed); + } + + //The following method takes the front car wheels to their default position (rotation = 0). The speed of this movement will depend + // on the steeringSpeed variable. + public void ResetSteeringAngle(){ + if(steeringAxis < 0f){ + steeringAxis = steeringAxis + (Time.deltaTime * 10f * steeringSpeed); + }else if(steeringAxis > 0f){ + steeringAxis = steeringAxis - (Time.deltaTime * 10f * steeringSpeed); + } + if(Mathf.Abs(frontLeftCollider.steerAngle) < 1f){ + steeringAxis = 0f; + } + var steeringAngle = steeringAxis * maxSteeringAngle; + frontLeftCollider.steerAngle = Mathf.Lerp(frontLeftCollider.steerAngle, steeringAngle, steeringSpeed); + frontRightCollider.steerAngle = Mathf.Lerp(frontRightCollider.steerAngle, steeringAngle, steeringSpeed); + } + + // This method matches both the position and rotation of the WheelColliders with the WheelMeshes. + void AnimateWheelMeshes(){ + try{ + Quaternion FLWRotation; + Vector3 FLWPosition; + frontLeftCollider.GetWorldPose(out FLWPosition, out FLWRotation); + frontLeftMesh.transform.position = FLWPosition; + frontLeftMesh.transform.rotation = FLWRotation; + + Quaternion FRWRotation; + Vector3 FRWPosition; + frontRightCollider.GetWorldPose(out FRWPosition, out FRWRotation); + frontRightMesh.transform.position = FRWPosition; + frontRightMesh.transform.rotation = FRWRotation; + + Quaternion RLWRotation; + Vector3 RLWPosition; + rearLeftCollider.GetWorldPose(out RLWPosition, out RLWRotation); + rearLeftMesh.transform.position = RLWPosition; + rearLeftMesh.transform.rotation = RLWRotation; + + Quaternion RRWRotation; + Vector3 RRWPosition; + rearRightCollider.GetWorldPose(out RRWPosition, out RRWRotation); + rearRightMesh.transform.position = RRWPosition; + rearRightMesh.transform.rotation = RRWRotation; + }catch(Exception ex){ + Debug.LogWarning(ex); + } + } + + // + //ENGINE AND BRAKING METHODS + // + + // This method apply positive torque to the wheels in order to go forward. + public void GoForward(){ + //If the forces aplied to the rigidbody in the 'x' asis are greater than + //3f, it means that the car is losing traction, then the car will start emitting particle systems. + if(Mathf.Abs(localVelocityX) > 2.5f){ + isDrifting = true; + DriftCarPS(); + }else{ + isDrifting = false; + DriftCarPS(); + } + // The following part sets the throttle power to 1 smoothly. + throttleAxis = throttleAxis + (Time.deltaTime * 3f); + if(throttleAxis > 1f){ + throttleAxis = 1f; + } + //If the car is going backwards, then apply brakes in order to avoid strange + //behaviours. If the local velocity in the 'z' axis is less than -1f, then it + //is safe to apply positive torque to go forward. + if(localVelocityZ < -1f){ + Brakes(); + }else{ + if(Mathf.RoundToInt(carSpeed) < maxSpeed){ + //Apply positive torque in all wheels to go forward if maxSpeed has not been reached. + frontLeftCollider.brakeTorque = 0; + frontLeftCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + frontRightCollider.brakeTorque = 0; + frontRightCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + rearLeftCollider.brakeTorque = 0; + rearLeftCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + rearRightCollider.brakeTorque = 0; + rearRightCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + }else { + // If the maxSpeed has been reached, then stop applying torque to the wheels. + // IMPORTANT: The maxSpeed variable should be considered as an approximation; the speed of the car + // could be a bit higher than expected. + frontLeftCollider.motorTorque = 0; + frontRightCollider.motorTorque = 0; + rearLeftCollider.motorTorque = 0; + rearRightCollider.motorTorque = 0; + } + } + } + + // This method apply negative torque to the wheels in order to go backwards. + public void GoReverse(){ + //If the forces aplied to the rigidbody in the 'x' asis are greater than + //3f, it means that the car is losing traction, then the car will start emitting particle systems. + if(Mathf.Abs(localVelocityX) > 2.5f){ + isDrifting = true; + DriftCarPS(); + }else{ + isDrifting = false; + DriftCarPS(); + } + // The following part sets the throttle power to -1 smoothly. + throttleAxis = throttleAxis - (Time.deltaTime * 3f); + if(throttleAxis < -1f){ + throttleAxis = -1f; + } + //If the car is still going forward, then apply brakes in order to avoid strange + //behaviours. If the local velocity in the 'z' axis is greater than 1f, then it + //is safe to apply negative torque to go reverse. + if(localVelocityZ > 1f){ + Brakes(); + }else{ + if(Mathf.Abs(Mathf.RoundToInt(carSpeed)) < maxReverseSpeed){ + //Apply negative torque in all wheels to go in reverse if maxReverseSpeed has not been reached. + frontLeftCollider.brakeTorque = 0; + frontLeftCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + frontRightCollider.brakeTorque = 0; + frontRightCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + rearLeftCollider.brakeTorque = 0; + rearLeftCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + rearRightCollider.brakeTorque = 0; + rearRightCollider.motorTorque = (accelerationMultiplier * 50f) * throttleAxis; + }else { + //If the maxReverseSpeed has been reached, then stop applying torque to the wheels. + // IMPORTANT: The maxReverseSpeed variable should be considered as an approximation; the speed of the car + // could be a bit higher than expected. + frontLeftCollider.motorTorque = 0; + frontRightCollider.motorTorque = 0; + rearLeftCollider.motorTorque = 0; + rearRightCollider.motorTorque = 0; + } + } + } + + //The following function set the motor torque to 0 (in case the user is not pressing either W or S). + public void ThrottleOff(){ + frontLeftCollider.motorTorque = 0; + frontRightCollider.motorTorque = 0; + rearLeftCollider.motorTorque = 0; + rearRightCollider.motorTorque = 0; + } + + // The following method decelerates the speed of the car according to the decelerationMultiplier variable, where + // 1 is the slowest and 10 is the fastest deceleration. This method is called by the function InvokeRepeating, + // usually every 0.1f when the user is not pressing W (throttle), S (reverse) or Space bar (handbrake). + public void DecelerateCar(){ + if(Mathf.Abs(localVelocityX) > 2.5f){ + isDrifting = true; + DriftCarPS(); + }else{ + isDrifting = false; + DriftCarPS(); + } + // The following part resets the throttle power to 0 smoothly. + if(throttleAxis != 0f){ + if(throttleAxis > 0f){ + throttleAxis = throttleAxis - (Time.deltaTime * 10f); + }else if(throttleAxis < 0f){ + throttleAxis = throttleAxis + (Time.deltaTime * 10f); + } + if(Mathf.Abs(throttleAxis) < 0.15f){ + throttleAxis = 0f; + } + } + carRigidbody.velocity = carRigidbody.velocity * (1f / (1f + (0.025f * decelerationMultiplier))); + // Since we want to decelerate the car, we are going to remove the torque from the wheels of the car. + frontLeftCollider.motorTorque = 0; + frontRightCollider.motorTorque = 0; + rearLeftCollider.motorTorque = 0; + rearRightCollider.motorTorque = 0; + // If the magnitude of the car's velocity is less than 0.25f (very slow velocity), then stop the car completely and + // also cancel the invoke of this method. + if(carRigidbody.velocity.magnitude < 0.25f){ + carRigidbody.velocity = Vector3.zero; + CancelInvoke("DecelerateCar"); + } + } + + // This function applies brake torque to the wheels according to the brake force given by the user. + public void Brakes(){ + frontLeftCollider.brakeTorque = brakeForce; + frontRightCollider.brakeTorque = brakeForce; + rearLeftCollider.brakeTorque = brakeForce; + rearRightCollider.brakeTorque = brakeForce; + } + + // This function is used to make the car lose traction. By using this, the car will start drifting. The amount of traction lost + // will depend on the handbrakeDriftMultiplier variable. If this value is small, then the car will not drift too much, but if + // it is high, then you could make the car to feel like going on ice. + public void Handbrake(){ + CancelInvoke("RecoverTraction"); + // We are going to start losing traction smoothly, there is were our 'driftingAxis' variable takes + // place. This variable will start from 0 and will reach a top value of 1, which means that the maximum + // drifting value has been reached. It will increase smoothly by using the variable Time.deltaTime. + driftingAxis = driftingAxis + (Time.deltaTime); + float secureStartingPoint = driftingAxis * FLWextremumSlip * handbrakeDriftMultiplier; + + if(secureStartingPoint < FLWextremumSlip){ + driftingAxis = FLWextremumSlip / (FLWextremumSlip * handbrakeDriftMultiplier); + } + if(driftingAxis > 1f){ + driftingAxis = 1f; + } + //If the forces aplied to the rigidbody in the 'x' asis are greater than + //3f, it means that the car lost its traction, then the car will start emitting particle systems. + if(Mathf.Abs(localVelocityX) > 2.5f){ + isDrifting = true; + }else{ + isDrifting = false; + } + //If the 'driftingAxis' value is not 1f, it means that the wheels have not reach their maximum drifting + //value, so, we are going to continue increasing the sideways friction of the wheels until driftingAxis + // = 1f. + if(driftingAxis < 1f){ + FLwheelFriction.extremumSlip = FLWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + frontLeftCollider.sidewaysFriction = FLwheelFriction; + + FRwheelFriction.extremumSlip = FRWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + frontRightCollider.sidewaysFriction = FRwheelFriction; + + RLwheelFriction.extremumSlip = RLWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + rearLeftCollider.sidewaysFriction = RLwheelFriction; + + RRwheelFriction.extremumSlip = RRWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + rearRightCollider.sidewaysFriction = RRwheelFriction; + } + + // Whenever the player uses the handbrake, it means that the wheels are locked, so we set 'isTractionLocked = true' + // and, as a consequense, the car starts to emit trails to simulate the wheel skids. + isTractionLocked = true; + DriftCarPS(); + + } + + // This function is used to emit both the particle systems of the tires' smoke and the trail renderers of the tire skids + // depending on the value of the bool variables 'isDrifting' and 'isTractionLocked'. + public void DriftCarPS(){ + + if(useEffects){ + try{ + if(isDrifting){ + RLWParticleSystem.Play(); + RRWParticleSystem.Play(); + }else if(!isDrifting){ + RLWParticleSystem.Stop(); + RRWParticleSystem.Stop(); + } + }catch(Exception ex){ + Debug.LogWarning(ex); + } + + try{ + if((isTractionLocked || Mathf.Abs(localVelocityX) > 5f) && Mathf.Abs(carSpeed) > 12f){ + RLWTireSkid.emitting = true; + RRWTireSkid.emitting = true; + }else { + RLWTireSkid.emitting = false; + RRWTireSkid.emitting = false; + } + }catch(Exception ex){ + Debug.LogWarning(ex); + } + }else if(!useEffects){ + if(RLWParticleSystem != null){ + RLWParticleSystem.Stop(); + } + if(RRWParticleSystem != null){ + RRWParticleSystem.Stop(); + } + if(RLWTireSkid != null){ + RLWTireSkid.emitting = false; + } + if(RRWTireSkid != null){ + RRWTireSkid.emitting = false; + } + } + + } + + // This function is used to recover the traction of the car when the user has stopped using the car's handbrake. + public void RecoverTraction(){ + isTractionLocked = false; + driftingAxis = driftingAxis - (Time.deltaTime / 1.5f); + if(driftingAxis < 0f){ + driftingAxis = 0f; + } + + //If the 'driftingAxis' value is not 0f, it means that the wheels have not recovered their traction. + //We are going to continue decreasing the sideways friction of the wheels until we reach the initial + // car's grip. + if(FLwheelFriction.extremumSlip > FLWextremumSlip){ + FLwheelFriction.extremumSlip = FLWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + frontLeftCollider.sidewaysFriction = FLwheelFriction; + + FRwheelFriction.extremumSlip = FRWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + frontRightCollider.sidewaysFriction = FRwheelFriction; + + RLwheelFriction.extremumSlip = RLWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + rearLeftCollider.sidewaysFriction = RLwheelFriction; + + RRwheelFriction.extremumSlip = RRWextremumSlip * handbrakeDriftMultiplier * driftingAxis; + rearRightCollider.sidewaysFriction = RRwheelFriction; + + Invoke("RecoverTraction", Time.deltaTime); + + }else if (FLwheelFriction.extremumSlip < FLWextremumSlip){ + FLwheelFriction.extremumSlip = FLWextremumSlip; + frontLeftCollider.sidewaysFriction = FLwheelFriction; + + FRwheelFriction.extremumSlip = FRWextremumSlip; + frontRightCollider.sidewaysFriction = FRwheelFriction; + + RLwheelFriction.extremumSlip = RLWextremumSlip; + rearLeftCollider.sidewaysFriction = RLwheelFriction; + + RRwheelFriction.extremumSlip = RRWextremumSlip; + rearRightCollider.sidewaysFriction = RRwheelFriction; + + driftingAxis = 0f; + } + } + +} diff --git a/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs.meta b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs.meta new file mode 100644 index 00000000..87368ecc --- /dev/null +++ b/Assets/ArtRes/PROMETEO - Car Controller/Scripts/PrometeoCarController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c0fefceefe666bb4682b272ec8c5bdd0 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public float moveSpeed = 1500; + public float maxAngle = 35; + public float angleSpeed = 50; + public float breakMove = 1000f; + public float boostMultiplier = 2f; // ٱShift + public WheelCollider leftF; + public WheelCollider leftB; + public WheelCollider rightF; + public WheelCollider rightB; + public Transform model_leftF; + public Transform model_leftB; + public Transform model_rightF; + public Transform model_rightB; + void Update() + { + WheelsControl_Update(); + WheelRot(); + } + void WheelsControl_Update() + { + //ֱˮƽ + float h = Input.GetAxisRaw("Horizontal"); + float v = Input.GetAxisRaw("Vertical"); + + // Ĭٶ = moveSpeed + float currentSpeed = moveSpeed; + //ǰֽǶȣ + leftB.motorTorque = v * moveSpeed; + rightB.motorTorque = v * moveSpeed; + WheelsModel_Update(model_leftF, leftF); + WheelsModel_Update(model_leftB, leftB); + WheelsModel_Update(model_rightF, rightF); + WheelsModel_Update(model_rightB, rightB); + //if (Input.GetKeyDown(KeyCode.LeftShift)) + //{ + // leftB.motorTorque += v * moveSpeed*2; + // rightB.motorTorque += v * moveSpeed*2; + //} + float targetSpeed = Input.GetKey(KeyCode.LeftShift) ? moveSpeed * boostMultiplier : moveSpeed; + currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.deltaTime * 10f); // 5f ƽٶ + } + void WheelsModel_Update(Transform t, WheelCollider wheel) + { + Vector3 pos = t.position; + Quaternion rot = t.rotation; + wheel.GetWorldPose(out pos, out rot); + t.position = pos; + t.rotation = rot; + } + void WheelRot() + { + //ת + if (Input.GetKey(KeyCode.A)) + { + //Debug.Log(leftF.steerAngle); + leftF.steerAngle -= Time.deltaTime * angleSpeed; + rightF.steerAngle -= Time.deltaTime * angleSpeed; + if (leftF.steerAngle < (0 - maxAngle) || rightF.steerAngle < (0 - maxAngle)) + { + //ֵͲܼӽǶ + leftF.steerAngle = (0 - maxAngle); + rightF.steerAngle = (0 - maxAngle); + } + } + //ת + if (Input.GetKey(KeyCode.D)) + { + leftF.steerAngle += Time.deltaTime * angleSpeed; + rightF.steerAngle += Time.deltaTime * angleSpeed; + if (leftF.steerAngle > maxAngle || rightF.steerAngle > maxAngle) + { + leftF.steerAngle = maxAngle; + rightF.steerAngle = maxAngle; + } + } + //ɿת󣬷 + if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D)) + leftF.steerAngle = rightF.steerAngle = 0; + + bool isBraking = Input.GetKey(KeyCode.Space); + leftB.brakeTorque = isBraking ? breakMove : 0f; + rightB.brakeTorque = isBraking ? breakMove : 0f; + } +} diff --git a/Assets/Scripts/叉车/ForkliftController.cs.meta b/Assets/Scripts/叉车/ForkliftController.cs.meta new file mode 100644 index 00000000..d9fafcf2 --- /dev/null +++ b/Assets/Scripts/叉车/ForkliftController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a821ce32a961a68409d7e2d7ab8ba28e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/起重机/CraneController.cs b/Assets/Scripts/起重机/CraneController.cs index 04b314d5..b9012297 100644 --- a/Assets/Scripts/起重机/CraneController.cs +++ b/Assets/Scripts/起重机/CraneController.cs @@ -1,111 +1,111 @@ -using UnityEngine; - -public class CraneController : MonoBehaviour -{ - public static CraneController Instance; - [Header("")] - public Transform bridge; // - public Transform hook; // - public SkinnedMeshRenderer hookRenderer;// - - [Header("ƶٶ")] - [Range(1, 10)] - public float bridgeSpeed = 5f; // ƶٶ - [Range(1, 10)] - public float hookSpeed = 5f; // ƶٶ - - public float blendShapeSpeed = 30f; - - [Header("ƶΧ (Z)")] - [Range(-1, -20)] - public float bridgeMinZ = -5f; - [Range(1, 20)] - public float bridgeMaxZ = 5f; - [Range(-1, 5)] - public float hookMinZ = -3f; - [Range(1, 5)] - public float hookMaxZ = 3f; - - [Header("BlendShape")] - public int hookBlendShapeIndex = 0; // BlendShapeͨ0 - public float minBlendShapeValue = 0f; // - public float maxBlendShapeValue = 100f; // - - private float currentBlendValue = 0f; - - private float baseColliderZ; - - private float Max = 0f; - private float Min = 0f; - - public BoxCollider hookCollider; //ӵײ - - private void Awake() - { - Instance = this; - } - public void Start() - { - Max = -(2.49513f - 0.5113189f) / 100; - Min = (6.295807f - 0.3099952f) / 100; - } - // Update is called once per frame - void Update() - { - HandleBridgeMovement(); - HandleHookMovement(); - HandleHookLift(); - hookSize(); - } - - void HandleBridgeMovement() - { - // I/K ƺǰ - float input = 0; - if (Input.GetKey(KeyCode.I)) - input = 1; - else if (Input.GetKey(KeyCode.K)) - input = -1; - Vector3 newPos = bridge.position + Vector3.forward * input * bridgeSpeed * Time.deltaTime; - newPos.z = Mathf.Clamp(newPos.z, bridgeMinZ, bridgeMaxZ); - bridge.position = newPos; - } - - void HandleHookMovement() - { - // J/L ƻǰ - float input = 0; - if (Input.GetKey(KeyCode.J)) - input = 1; - else if (Input.GetKey(KeyCode.L)) - input = -1; - Vector3 newPos = hook.position + Vector3.left * input * hookSpeed * Time.deltaTime; - newPos.x = Mathf.Clamp(newPos.x, hookMinZ, hookMaxZ); - hook.position = newPos; - } - - void HandleHookLift() - { - if (hookRenderer == null) - return; - - float input = 0; - if (Input.GetKey(KeyCode.U)) - input = 1; // - else if (Input.GetKey(KeyCode.O)) - input = -1; // ½ - - currentBlendValue += input * blendShapeSpeed * Time.deltaTime; - currentBlendValue = Mathf.Clamp(currentBlendValue, minBlendShapeValue, maxBlendShapeValue); - - hookRenderer.SetBlendShapeWeight(hookBlendShapeIndex, currentBlendValue); - } - public void hookSize() - { - if (hookCollider != null) - { - hookCollider.center = new Vector3(-0.1262663f, -0.01883008f, -0.5113189f + currentBlendValue * Max); - hookCollider.size = new Vector3(0.1096101f, 0.2627291f, 0.3099952f + currentBlendValue * Min); - } - } -} \ No newline at end of file +using UnityEngine; + +public class CraneController : MonoBehaviour +{ + public static CraneController Instance; + [Header("")] + public Transform bridge; // + public Transform hook; // + public SkinnedMeshRenderer hookRenderer;// + + [Header("ƶٶ")] + [Range(1, 10)] + public float bridgeSpeed = 5f; // ƶٶ + [Range(1, 10)] + public float hookSpeed = 5f; // ƶٶ + + public float blendShapeSpeed = 30f; + + [Header("ƶΧ (Z)")] + [Range(-1, -20)] + public float bridgeMinZ = -5f; + [Range(1, 20)] + public float bridgeMaxZ = 5f; + [Range(-1, 5)] + public float hookMinZ = -3f; + [Range(1, 5)] + public float hookMaxZ = 3f; + + [Header("BlendShape")] + public int hookBlendShapeIndex = 0; // BlendShapeͨ0 + public float minBlendShapeValue = 0f; // + public float maxBlendShapeValue = 100f; // + + private float currentBlendValue = 0f; + + private float baseColliderZ; + + private float Max = 0f; + private float Min = 0f; + + public BoxCollider hookCollider; //ӵײ + + private void Awake() + { + Instance = this; + } + public void Start() + { + Max = -(2.49513f - 0.5113189f) / 100; + Min = (6.295807f - 0.3099952f) / 100; + } + // Update is called once per frame + void Update() + { + HandleBridgeMovement(); + HandleHookMovement(); + HandleHookLift(); + hookSize(); + } + + void HandleBridgeMovement() + { + // I/K ƺǰ + float input = 0; + if (Input.GetKey(KeyCode.I)) + input = 1; + else if (Input.GetKey(KeyCode.K)) + input = -1; + Vector3 newPos = bridge.position + Vector3.forward * input * bridgeSpeed * Time.deltaTime; + newPos.z = Mathf.Clamp(newPos.z, bridgeMinZ, bridgeMaxZ); + bridge.position = newPos; + } + + void HandleHookMovement() + { + // J/L ƻǰ + float input = 0; + if (Input.GetKey(KeyCode.J)) + input = 1; + else if (Input.GetKey(KeyCode.L)) + input = -1; + Vector3 newPos = hook.position + Vector3.left * input * hookSpeed * Time.deltaTime; + newPos.x = Mathf.Clamp(newPos.x, hookMinZ, hookMaxZ); + hook.position = newPos; + } + + void HandleHookLift() + { + if (hookRenderer == null) + return; + + float input = 0; + if (Input.GetKey(KeyCode.U)) + input = 1; // + else if (Input.GetKey(KeyCode.O)) + input = -1; // ½ + + currentBlendValue += input * blendShapeSpeed * Time.deltaTime; + currentBlendValue = Mathf.Clamp(currentBlendValue, minBlendShapeValue, maxBlendShapeValue); + + hookRenderer.SetBlendShapeWeight(hookBlendShapeIndex, currentBlendValue); + } + public void hookSize() + { + if (hookCollider != null) + { + hookCollider.center = new Vector3(-0.1262663f, -0.01883008f, -0.5113189f + currentBlendValue * Max); + hookCollider.size = new Vector3(0.1096101f, 0.2627291f, 0.3099952f + currentBlendValue * Min); + } + } +} diff --git a/Assets/Zion/prefab.meta b/Assets/Zion/prefab.meta new file mode 100644 index 00000000..f62f48d0 --- /dev/null +++ b/Assets/Zion/prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c00949aac2ca03449dba64448bd7c21 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Zion/prefab/叉车.prefab b/Assets/Zion/prefab/叉车.prefab new file mode 100644 index 00000000..776391e4 --- /dev/null +++ b/Assets/Zion/prefab/叉车.prefab @@ -0,0 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