Hässliche reuden ranz Map-Begrenzung

This commit is contained in:
Simon Lübeß
2024-04-08 16:43:05 +02:00
parent 8e995ec0a5
commit 739eb2bc4b
550 changed files with 108099 additions and 7582 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LPPV_CarRotation : MonoBehaviour {
private float targetAngle;
private float vel;
private float smoothSpeed = 10f;
private void Start ()
{
if (transform.localEulerAngles.y > 0)
{
targetAngle = 25f + transform.localEulerAngles.y;
}else
{
targetAngle = -25f - transform.localEulerAngles.y;
}
}
private void FixedUpdate ()
{
Quaternion target = Quaternion.Euler (new Vector3(transform.localEulerAngles.x, targetAngle, transform.localEulerAngles.z));
transform.rotation = Quaternion.Slerp (transform.rotation, target, Time.deltaTime * smoothSpeed);
if (targetAngle > 0)
targetAngle++;
else
targetAngle--;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class LPPV_CarSelection : MonoBehaviour {
public static CarType currentCarType;
[SerializeField] private GameObject nextButton, prevButton;
[SerializeField] private Camera cam;
private int currentCar = 0;
public enum CarType
{
Sedan, Sports, Utility, Bus
}
private void CheckStatus()
{
currentCar = Mathf.Clamp (currentCar, 0, 3);
if (nextButton == null || prevButton == null)
return;
if (currentCar <= 0)
{
prevButton.SetActive (false);
nextButton.SetActive (true);
} else if (currentCar >= 3)
{
prevButton.SetActive (true);
nextButton.SetActive (false);
} else
{
prevButton.SetActive (true);
nextButton.SetActive (true);
}
}
private void Start()
{
if (nextButton != null)
{
if(nextButton.GetComponent<Button>())
nextButton.GetComponent<Button> ().onClick.AddListener (() => { currentCar++; if(cam != null) cam.transform.position = new Vector3(cam.transform.position.x + 20f, cam.transform.position.y, cam.transform.position.z);} );
}
if (prevButton != null)
{
if(prevButton.GetComponent<Button>())
prevButton.GetComponent<Button> ().onClick.AddListener (() => { currentCar--; if(cam != null) cam.transform.position = new Vector3(cam.transform.position.x - 20f, cam.transform.position.y, cam.transform.position.z); } );
}
CheckStatus ();
}
private void Update()
{
CheckStatus ();
}
public void SelectCar()
{
currentCarType = (CarType)currentCar;
SceneManager.LoadScene (1);
}
}

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using UnityEngine.SceneManagement;
using UnityEngine;
public class LPPV_GameManager : MonoBehaviour
{
[SerializeField] private GameObject sedan, sports, utility, bus;
private void Start()
{
if (sedan == null || sports == null || utility == null || bus == null)
return;
sedan.SetActive (false);
sports.SetActive(false);
utility.SetActive(false);
bus.SetActive(false);
if (LPPV_CarSelection.currentCarType == LPPV_CarSelection.CarType.Sedan)
sedan.SetActive (true);
else if (LPPV_CarSelection.currentCarType == LPPV_CarSelection.CarType.Sports)
sports.SetActive (true);
else if (LPPV_CarSelection.currentCarType == LPPV_CarSelection.CarType.Utility)
utility.SetActive (true);
else if (LPPV_CarSelection.currentCarType == LPPV_CarSelection.CarType.Bus)
bus.SetActive (true);
}
public void LoadLevel(int index)
{
SceneManager.LoadScene (index);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshRenderer))]
public class LPPV_BrakeLight : MonoBehaviour {
private MeshRenderer _mr;
private LPPV_CarController _cc;
// Use this for initialization
void Start ()
{
_mr = GetComponent<MeshRenderer> ();
_mr.enabled = false;
_cc = GameObject.FindObjectOfType<LPPV_CarController> ();
}
// Update is called once per frame
void Update ()
{
if (_cc != null)
{
if (_cc.Deccelerating || _cc.HandBrake)
_mr.enabled = true;
else
_mr.enabled = false;
}
}
}

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/*
* This Script Controls the car!
*/
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LPPV_CarController : MonoBehaviour {
public enum WheelType
{
FrontLeft, FrontRight, RearLeft, RearRight
}
public enum SpeedUnit
{
Imperial, Metric
}
[Serializable]
class Wheel
{
public WheelCollider collider;
public GameObject mesh;
public WheelType wheelType;
}
[SerializeField] private Wheel[] wheels = new Wheel[4];
[SerializeField] private float maxTorque = 2000f, maxBrakeTorque = 500f, maxSteerAngle = 30f; //max Torque of Wheels, max Brake Torque and Maximum Steer Angle of steerable wheels
[SerializeField] private static int NoOfGears = 5;
[SerializeField] private float downForce = 100f; // The Force to apply downwards so that car stays on track!
[SerializeField] private SpeedUnit speedUnit; //Speed Unit - Imperial - Miles Per Hour, Metric - Kilometers Per Hour
[SerializeField] private float topSpeed = 140;
[SerializeField] private Transform centerOfMass;
[SerializeField] private Text speedText;
#if UNITY_ANDROID || UNITY_IOS
[SerializeField] private LPPV_VButton accelerateButton, brakeButton, handBrakeButton;
#endif
[HideInInspector] public bool Accelerating = false, Deccelerating = false, HandBrake = false;
private Rigidbody _rgbd;
public float CurrentSpeed{
get
{
float speed = _rgbd.velocity.magnitude;
if (speedUnit == SpeedUnit.Imperial)
speed *= 2.23693629f;
else
speed *= 3.6f;
return speed;
}
}
private void VisualizeWheel(Wheel wheel)
{
//This method copies the position and rotation of the wheel collider and pastes it to the corresponding mesh!
if (wheel.mesh == null || wheel.collider == null)
return;
Vector3 position;
Quaternion rotation;
wheel.collider.GetWorldPose(out position, out rotation); //Fetch the position and Rotation from the WheelCollider into temporary variables
wheel.mesh.transform.position = position;
wheel.mesh.transform.rotation = rotation;
}
private void Start ()
{
_rgbd = GetComponent<Rigidbody> ();
if (centerOfMass != null && _rgbd != null)
_rgbd.centerOfMass = centerOfMass.localPosition;
for (int i = 0; i < wheels.Length; ++i)
VisualizeWheel (wheels [i]);
}
private void Move(float motorInput, float steerInput, bool handBrake)
{
HandBrake = handBrake;
motorInput = Mathf.Clamp (motorInput, -1f, 1f);
if (motorInput > 0f)
{
//Accelerate vehicle!
Accelerating = true;
Deccelerating = false;
} else if(motorInput < 0f)
{
//Brake Vehicle!
Accelerating = false;
Deccelerating = true;
}
steerInput = Mathf.Clamp (steerInput, -1f, 1f);
float steer = steerInput * maxSteerAngle;
for (int i = 0; i < wheels.Length; ++i)
{
if (wheels [i].collider == null)
break;
if (wheels [i].wheelType == WheelType.FrontLeft || wheels [i].wheelType == WheelType.FrontRight)
{
wheels [i].collider.steerAngle = steer;
}
if (!handBrake)
{
wheels [i].collider.brakeTorque = 0f;
if (Accelerating)
wheels [i].collider.motorTorque = motorInput * maxTorque / 4f;
else if (Deccelerating)
wheels [i].collider.motorTorque = motorInput * maxBrakeTorque / 4f;
} else
{
if (wheels [i].wheelType == WheelType.RearLeft || wheels [i].wheelType == WheelType.RearRight)
wheels [i].collider.brakeTorque = maxBrakeTorque * 20f;
wheels [i].collider.motorTorque = 0f;
}
if(wheels[i].mesh != null)
VisualizeWheel (wheels [i]);
}
StickToTheGround ();
ManageSpeed ();
}
//This Method Applies down force so that car grips the ground strongly
private void StickToTheGround()
{
if (wheels [0].collider == null)
return;
wheels [0].collider.attachedRigidbody.AddForce (-transform.up * downForce * wheels [0].collider.attachedRigidbody.velocity.magnitude);
}
//used to keep speed withing Minimum and maximum Speed Limits
private void ManageSpeed()
{
float speed = _rgbd.velocity.magnitude;
switch (speedUnit)
{
case SpeedUnit.Imperial:
speed *= 2.23693629f;
if (speed > topSpeed)
_rgbd.velocity = (topSpeed/2.23693629f) * _rgbd.velocity.normalized;
break;
case SpeedUnit.Metric:
speed *= 3.6f;
if (speed > topSpeed)
_rgbd.velocity = (topSpeed/3.6f) * _rgbd.velocity.normalized;
break;
}
}
private string imp = " MPH", met = " KPH";
private void Update()
{
if (speedText != null)
{
if(speedUnit == SpeedUnit.Imperial)
speedText.text = ((int)CurrentSpeed).ToString () + imp;
else
speedText.text = ((int)CurrentSpeed).ToString () + met;
}
}
private void FixedUpdate()
{
float motor = 0f, steering = 0f;
bool handBrakeInput = false;
#if UNITY_STANDALONE || UNITY_WEBGL
motor = Input.GetAxis("Vertical");
steering = Input.GetAxis("Horizontal");
handBrakeInput = Input.GetButton ("Jump");
#endif
#if UNITY_ANDROID || UNITY_IOS
steering = Input.acceleration.x;
if(accelerateButton != null)
{
if(accelerateButton.value)
motor = 1f;
}
if(brakeButton != null)
{
if(brakeButton.value)
motor = -1f;
}
if(handBrakeButton != null)
{
handBrakeInput = handBrakeButton.value;
if(handBrakeButton.value)
{
motor = 0f;
}
}
#endif
Move (motor, steering, handBrakeInput);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LPPV_Follow : MonoBehaviour {
[SerializeField] private Transform target;
[SerializeField] private float rotationDamping = 10f;
[SerializeField] private float distance = 3.0f;
[SerializeField] private float height = 3.0f;
[SerializeField] private float damping = 5.0f;
[SerializeField] private bool smoothRotation = true;
[SerializeField] private bool followBehind = true;
void FixedUpdate ()
{
Vector3 wantedPosition;
if(followBehind)
wantedPosition = target.TransformPoint(0, height, -distance);
else
wantedPosition = target.TransformPoint(0, height, distance);
transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);
if (smoothRotation) {
Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else transform.LookAt (target, target.up);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class LPPV_VButton : MonoBehaviour {
public enum ButtonType
{
TriggerButton, HoldButton
}
public ButtonType buttonType;
[HideInInspector]
public bool value;
private EventTrigger _eventTrigger;
private void Start()
{
SetEventTrigger ();
}
private void SetEventTrigger()
{
if (GetComponent<EventTrigger> ()) {
_eventTrigger = GetComponent<EventTrigger> ();
} else {
gameObject.AddComponent<EventTrigger> ();
_eventTrigger = GetComponent<EventTrigger> ();
}
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerDown;
entry.callback.AddListener((eventData) => {OnButtonDown();});
_eventTrigger.triggers = new List<EventTrigger.Entry> ();
_eventTrigger.triggers.Add(entry);
EventTrigger.Entry entry1 = new EventTrigger.Entry();
entry1.eventID = EventTriggerType.PointerUp;
entry1.callback.AddListener((eventData) => {OnButtonUp();});
_eventTrigger.triggers.Add(entry1);
}
private void Update()
{
if (buttonType == ButtonType.TriggerButton)
{
if (value)
value = false;
}
}
public void OnButtonDown()
{
value = true;
}
public void OnButtonUp()
{
value = false;
}
}

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