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