Merge pull request #14 from JohnSWigner/ai_racer

Ai racer
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JohnSWigner 2025-02-01 19:55:11 -05:00 committed by GitHub
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58 changed files with 21230 additions and 4929 deletions

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@ -0,0 +1,63 @@
using UnityEditor;
using UnityEngine;
public class AutoIncrementer : EditorWindow
{
private GameObject parentObject;
private string fieldName = "desiredField"; // Replace with the field name if you want
[MenuItem("Tools/Auto Increment Field")]
public static void ShowWindow()
{
GetWindow<AutoIncrementer>("Auto Incrementer");
}
private void OnGUI()
{
GUILayout.Label("Auto-Increment Field", EditorStyles.boldLabel);
// Select the parent GameObject (if the objects are grouped)
parentObject = (GameObject)EditorGUILayout.ObjectField("Parent Object", parentObject, typeof(GameObject), true);
fieldName = EditorGUILayout.TextField("Field Name", fieldName);
if (GUILayout.Button("Auto-Increment"))
{
if (parentObject != null)
{
AutoIncrement();
}
else
{
Debug.LogWarning("Please select a parent GameObject containing the objects.");
}
}
}
private void AutoIncrement()
{
int counter = 0;
foreach (Transform child in parentObject.transform)
{
var component = child.GetComponent<MonoBehaviour>(); // Assuming a custom MonoBehaviour script
if (component != null)
{
var field = component.GetType().GetField(fieldName);
if (field != null && field.FieldType == typeof(int))
{
field.SetValue(component, counter);
counter++;
}
else
{
Debug.LogWarning($"Field '{fieldName}' not found or not of type 'int' on {child.name}");
}
}
}
Debug.Log("Auto-incrementing finished!");
}
}

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fileFormatVersion: 2
guid: 6f08c72d4d9a6e44abc5069ce7a3b64e

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using UnityEditor;
using UnityEngine;
using System.Reflection;
public class PopulateTransformArray : EditorWindow
{
private GameObject parentObject;
private MonoBehaviour targetScript;
private string arrayFieldName = "transformArray"; // Change this as needed
[MenuItem("Tools/Populate Transform Array")]
public static void ShowWindow()
{
GetWindow<PopulateTransformArray>("Populate Transform Array");
}
private void OnGUI()
{
GUILayout.Label("Populate Array of Transforms", EditorStyles.boldLabel);
// Select the GameObject whose subchildren will populate the array
parentObject = (GameObject)EditorGUILayout.ObjectField("Parent Object", parentObject, typeof(GameObject), true);
// Select the script containing the array field
targetScript = (MonoBehaviour)EditorGUILayout.ObjectField("Target Script", targetScript, typeof(MonoBehaviour), true);
arrayFieldName = EditorGUILayout.TextField("Array Field Name", arrayFieldName);
if (GUILayout.Button("Populate Array"))
{
if (parentObject != null && targetScript != null)
{
PopulateArray();
}
else
{
Debug.LogWarning("Please assign both a parent object and a target script.");
}
}
}
private void PopulateArray()
{
var targetType = targetScript.GetType();
var arrayField = targetType.GetField(arrayFieldName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (arrayField == null || arrayField.FieldType != typeof(Transform[]))
{
Debug.LogError($"Field '{arrayFieldName}' not found or is not a Transform[] array.");
return;
}
// Gather all subchildren into an array
Transform[] transformArray = new Transform[parentObject.transform.childCount];
int index = 0;
foreach (Transform child in parentObject.transform)
{
transformArray[index] = child;
index++;
}
// Record the change for Unity serialization
Undo.RecordObject(targetScript, "Populate Transform Array");
arrayField.SetValue(targetScript, transformArray);
// Mark the object as dirty to ensure changes are saved
EditorUtility.SetDirty(targetScript);
Debug.Log($"Array populated with {transformArray.Length} transforms from {parentObject.name}");
}
}

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fileFormatVersion: 2
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@ -1,13 +1,22 @@
using UnityEngine; using UnityEngine;
public class AIHovercarController : MonoBehaviour public class AIHovercarController : BaseHovercarController
{ {
[Header("Hover Settings")] [Header("Hover Settings")]
public float hoverHeight = 3.0f; public float hoverHeight = 3.0f;
public float positionAdjustmentSpeed = 10.0f; public float positionAdjustmentSpeed = 10.0f;
public float raycastDistance = 10.0f; public float raycastDistance = 10.0f;
public LayerMask terrainLayer;
[Tooltip("Layer mask for smooth terrain.")]
public LayerMask smoothTerrainLayer;
[Tooltip("Layer mask for bumpy terrain.")]
public LayerMask bumpyTerrainLayer;
[Header("Position Adjustment Speeds")]
[Tooltip("Adjustment speed when hovering over smooth terrain.")]
public float smoothPositionAdjustmentSpeed = 10.0f;
[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
public float bumpyPositionAdjustmentSpeed = 5.0f;
[Header("Movement Settings")] [Header("Movement Settings")]
public float movementSpeed = 10.0f; // Max speed public float movementSpeed = 10.0f; // Max speed
public float acceleration = 5.0f; // How quickly to accelerate public float acceleration = 5.0f; // How quickly to accelerate
@ -15,8 +24,6 @@ public class AIHovercarController : MonoBehaviour
public float rotationSpeed = 100.0f; public float rotationSpeed = 100.0f;
[Header("Checkpoint Navigation")] [Header("Checkpoint Navigation")]
[Tooltip("Ordered list of checkpoints for the AI to follow.")]
public Transform[] checkpoints;
[Tooltip("Distance from a checkpoint at which the AI switches to the next one.")] [Tooltip("Distance from a checkpoint at which the AI switches to the next one.")]
public float checkpointThreshold = 5.0f; public float checkpointThreshold = 5.0f;
private int currentCheckpointIndex = 0; private int currentCheckpointIndex = 0;
@ -55,6 +62,7 @@ public class AIHovercarController : MonoBehaviour
private float currentSpeed = 0.0f; private float currentSpeed = 0.0f;
private Rigidbody rb; private Rigidbody rb;
private RacerProgress racerProgress;
// Timer for lost ground/track contact // Timer for lost ground/track contact
private float noContactTimer = 0.0f; private float noContactTimer = 0.0f;
@ -64,7 +72,13 @@ public class AIHovercarController : MonoBehaviour
void Start() void Start()
{ {
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
rb.useGravity = false; rb.useGravity = false;// Disable gravity for hover stability
racerProgress = GetComponent<RacerProgress>();
if (racerProgress == null)
{
Debug.LogWarning("No RacerProgress component found on this vehicle!");
}
} }
void FixedUpdate() void FixedUpdate()
@ -99,7 +113,11 @@ public class AIHovercarController : MonoBehaviour
RaycastHit hit; RaycastHit hit;
Vector3 rayOrigin = transform.position; Vector3 rayOrigin = transform.position;
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer)) // Combine both terrain layers for the raycast.
LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
// Cast a ray downward to detect the terrain.
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
{ {
groundContact = true; groundContact = true;
@ -127,7 +145,14 @@ public class AIHovercarController : MonoBehaviour
worldNormal2 * hit.barycentricCoordinate.y + worldNormal2 * hit.barycentricCoordinate.y +
worldNormal3 * hit.barycentricCoordinate.z; worldNormal3 * hit.barycentricCoordinate.z;
interpolatedNormal.Normalize(); interpolatedNormal.Normalize();
// Choose the appropriate adjustment speed based on which terrain layer was hit.
float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
{
currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
}
// Compute the target hover position.
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight; Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed); transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed);
@ -234,6 +259,9 @@ public class AIHovercarController : MonoBehaviour
// Apply movement: accelerate/decelerate toward the target speed, then update velocity and angular velocity. // Apply movement: accelerate/decelerate toward the target speed, then update velocity and angular velocity.
float targetSpeed = verticalInput * movementSpeed; float targetSpeed = verticalInput * movementSpeed;
if (!canAccelerate) {
targetSpeed = 0;
}
if (verticalInput != 0) if (verticalInput != 0)
{ {
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.fixedDeltaTime * acceleration); currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.fixedDeltaTime * acceleration);
@ -255,39 +283,34 @@ public class AIHovercarController : MonoBehaviour
/// </summary> /// </summary>
void ResetToCheckpoint() void ResetToCheckpoint()
{ {
if (checkpoints == null || checkpoints.Length == 0) // Ensure checkpoints and progress tracking are valid.
{ if (checkpoints == null || checkpoints.Length == 0)
Debug.LogWarning("No checkpoints assigned in the Inspector."); {
return; Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
} return;
}
if (racerProgress == null)
{
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
return;
}
// Determine the last checkpoint passed. int cpIndex = racerProgress.currentCheckpointIndex;
int lastCheckpointIndex = currentCheckpointIndex - 1; if (cpIndex < 0 || cpIndex >= checkpoints.Length)
if (lastCheckpointIndex < 0) {
{ Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
lastCheckpointIndex = checkpoints.Length - 1; return;
} }
Transform lastCheckpoint = checkpoints[lastCheckpointIndex];
// Find the nearest other checkpoint (to set the forward direction). // Get the last checkpoint.
Transform nearestOther = null; Transform lastCheckpoint = checkpoints[cpIndex];
float nearestDistance = Mathf.Infinity;
foreach (Transform cp in checkpoints)
{
if (cp == lastCheckpoint)
continue;
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
if (d < nearestDistance)
{
nearestDistance = d;
nearestOther = cp;
}
}
// Determine desired forward direction. // Determine the next checkpoint in sequence.
Vector3 desiredForward = (nearestOther != null) int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
? (nearestOther.position - lastCheckpoint.position).normalized Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
: transform.forward;
// Determine desired forward direction toward the next checkpoint.
Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
// Determine the tracks surface normal to align the vehicles bottom. // Determine the tracks surface normal to align the vehicles bottom.
// Raycast downward from a point just above the checkpoint. // Raycast downward from a point just above the checkpoint.
@ -312,11 +335,19 @@ public class AIHovercarController : MonoBehaviour
transform.position = lastCheckpoint.position; transform.position = lastCheckpoint.position;
transform.rotation = desiredRotation; transform.rotation = desiredRotation;
// Clear any existing motion. // Clear any existing velocity.
currentSpeed = 0f;
rb.linearVelocity = Vector3.zero; rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero; rb.angularVelocity = Vector3.zero;
Debug.Log("AI reset to checkpoint: " + lastCheckpoint.name + Debug.Log("AI reset to checkpoint: " + lastCheckpoint.name +
(nearestOther != null ? " with front facing: " + nearestOther.name : "")); (nextCheckpoint != null ? " with front facing: " + nextCheckpoint.name : ""));
}
// Helper method to determine if a GameObject's layer is in a given LayerMask.
private bool IsInLayerMask(GameObject obj, LayerMask mask)
{
return ((mask.value & (1 << obj.layer)) != 0);
} }
} }

View File

@ -0,0 +1,10 @@
using UnityEngine;
public class BaseHovercarController : MonoBehaviour
{
[Tooltip("Ordered list of checkpoints for the AI to follow.")]
public Transform[] checkpoints;
public bool canAccelerate = false;
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 04ca3f236c4b2104592b684143a3c461

View File

@ -1,24 +1,36 @@
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; // Required for UI elements
public class StableHovercarController : MonoBehaviour public class StableHovercarController : BaseHovercarController
{ {
[Header("UI")]
public TextMeshProUGUI wrongWayText;
[Header("Hover Settings")] [Header("Hover Settings")]
public float hoverHeight = 3.0f; public float hoverHeight = 3.0f;
public float positionAdjustmentSpeed = 10.0f;
public float raycastDistance = 10.0f; public float raycastDistance = 10.0f;
public LayerMask terrainLayer;
[Tooltip("Layer mask for smooth terrain.")]
public LayerMask smoothTerrainLayer;
[Tooltip("Layer mask for bumpy terrain.")]
public LayerMask bumpyTerrainLayer;
[Header("Position Adjustment Speeds")]
[Tooltip("Adjustment speed when hovering over smooth terrain.")]
public float smoothPositionAdjustmentSpeed = 10.0f;
[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
public float bumpyPositionAdjustmentSpeed = 5.0f;
[Header("Movement Settings")] [Header("Movement Settings")]
public float movementSpeed = 10.0f; // Max speed public float movementSpeed = 10.0f;
public float acceleration = 5.0f; // How quickly to accelerate public float acceleration = 5.0f;
public float deceleration = 7.0f; // How quickly to decelerate public float deceleration = 7.0f;
public float rotationSpeed = 100.0f; public float rotationSpeed = 100.0f;
[Header("Reset Settings")] [Header("Reset Settings")]
[Tooltip("Time (in seconds) without track contact before resetting the vehicle.")] [Tooltip("Time (in seconds) without track contact before resetting the vehicle.")]
public float timeBeforeReset = 3.0f; public float timeBeforeReset = 3.0f;
// Checkpoints are used to reposition the vehicle.
public Transform[] checkpoints;
[Header("Track Orientation Settings")] [Header("Track Orientation Settings")]
[Tooltip("Distance to search downward for track (used to align the vehicles bottom).")] [Tooltip("Distance to search downward for track (used to align the vehicles bottom).")]
@ -26,15 +38,21 @@ public class StableHovercarController : MonoBehaviour
[Tooltip("Tag used on the track geometry.")] [Tooltip("Tag used on the track geometry.")]
public string trackTag = "Track"; public string trackTag = "Track";
public AudioClip collisionSound;
public AudioSource audioSource;
private float currentSpeed = 0.0f; private float currentSpeed = 0.0f;
private Rigidbody rb; private Rigidbody rb;
private RacerProgress racerProgress; private RacerProgress racerProgress;
// Timer for how long the raycast has failed to hit ground/track // Timer for how long the raycast has failed to hit ground/track.
private float noContactTimer = 0.0f; private float noContactTimer = 0.0f;
// Flag that indicates whether a raycast hit was detected in this physics update. // Flag that indicates whether a raycast hit was detected in this physics update.
private bool groundContact = false; private bool groundContact = false;
// Timer to track how long the next checkpoint is not in front.
private float wrongWayTimer = 0.0f;
void Start() void Start()
{ {
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
@ -45,94 +63,152 @@ public class StableHovercarController : MonoBehaviour
{ {
Debug.LogWarning("No RacerProgress component found on this vehicle!"); Debug.LogWarning("No RacerProgress component found on this vehicle!");
} }
if (wrongWayText != null)
{
wrongWayText.enabled = false; // Hide the "Wrong Way" message initially
}
} }
void FixedUpdate() void FixedUpdate()
{ {
HandleHovering(); HandleHovering();
HandleMovement(); HandleMovement();
CheckWrongWay();
// If we arent detecting ground/track contact, count up.
if (!groundContact) if (!groundContact)
{ {
noContactTimer += Time.fixedDeltaTime; noContactTimer += Time.fixedDeltaTime;
if (noContactTimer >= timeBeforeReset) if (noContactTimer >= timeBeforeReset)
{ {
ResetToCheckpoint(); ResetToCheckpoint();
noContactTimer = 0.0f; // Reset timer after repositioning noContactTimer = 0.0f;
} }
} }
else else
{ {
// Reset the timer when ground/track is detected.
noContactTimer = 0.0f; noContactTimer = 0.0f;
} }
} }
private void OnCollisionEnter(Collision collision)
{
// Check if the collided object has the "Racer" tag
if (collision.gameObject.CompareTag("Racer"))
{
// Play the sound effect
if (collisionSound != null && audioSource != null)
{
audioSource.PlayOneShot(collisionSound);
}
}
}
/// <summary>
/// Checks whether the next checkpoint is in the vehicle's forward hemisphere.
/// If it isnt for longer than one second, the "Wrong Way" warning is displayed.
/// </summary>
void CheckWrongWay()
{
// Validate that we have checkpoints and progress data.
if (checkpoints == null || racerProgress == null || checkpoints.Length == 0)
{
return;
}
// Determine the next checkpoint.
int nextCheckpointIndex = (racerProgress.currentCheckpointIndex + 1) % checkpoints.Length;
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
// Compute the direction from the vehicle to the next checkpoint.
Vector3 toNextCheckpoint = (nextCheckpoint.position - transform.position).normalized;
// Check if the next checkpoint is in front.
// A positive dot product means the checkpoint is in the forward hemisphere.
if (Vector3.Dot(transform.forward, toNextCheckpoint) > 0)
{
// Checkpoint is in front reset the timer and hide the warning.
wrongWayTimer = 0.0f;
if (wrongWayText != null)
{
wrongWayText.enabled = false;
}
}
else
{
// Checkpoint is behind; accumulate the timer.
wrongWayTimer += Time.fixedDeltaTime;
if (wrongWayTimer >= 1.0f)
{
if (wrongWayText != null)
{
wrongWayText.enabled = true;
}
}
}
}
void HandleHovering() void HandleHovering()
{ {
RaycastHit hit; RaycastHit hit;
Vector3 rayOrigin = transform.position; Vector3 rayOrigin = transform.position;
LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
// Cast a ray downward to detect the terrain (or track geometry). if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
{ {
// We have ground contact.
groundContact = true; groundContact = true;
// Determine the triangle on the mesh that was hit.
Mesh mesh = hit.collider.GetComponent<MeshFilter>().mesh; Mesh mesh = hit.collider.GetComponent<MeshFilter>().mesh;
int triangleIndex = hit.triangleIndex; int triangleIndex = hit.triangleIndex;
int vertex1Index = mesh.triangles[triangleIndex * 3 + 0]; int vertex1Index = mesh.triangles[triangleIndex * 3 + 0];
int vertex2Index = mesh.triangles[triangleIndex * 3 + 1]; int vertex2Index = mesh.triangles[triangleIndex * 3 + 1];
int vertex3Index = mesh.triangles[triangleIndex * 3 + 2]; int vertex3Index = mesh.triangles[triangleIndex * 3 + 2];
// Convert the triangle vertices to world space.
Vector3 worldVertex1 = hit.collider.transform.TransformPoint(mesh.vertices[vertex1Index]); Vector3 worldVertex1 = hit.collider.transform.TransformPoint(mesh.vertices[vertex1Index]);
Vector3 worldVertex2 = hit.collider.transform.TransformPoint(mesh.vertices[vertex2Index]); Vector3 worldVertex2 = hit.collider.transform.TransformPoint(mesh.vertices[vertex2Index]);
Vector3 worldVertex3 = hit.collider.transform.TransformPoint(mesh.vertices[vertex3Index]); Vector3 worldVertex3 = hit.collider.transform.TransformPoint(mesh.vertices[vertex3Index]);
// Interpolate to find the hit point on the triangle.
Vector3 interpolatedPoint = worldVertex1 * hit.barycentricCoordinate.x + Vector3 interpolatedPoint = worldVertex1 * hit.barycentricCoordinate.x +
worldVertex2 * hit.barycentricCoordinate.y + worldVertex2 * hit.barycentricCoordinate.y +
worldVertex3 * hit.barycentricCoordinate.z; worldVertex3 * hit.barycentricCoordinate.z;
// Similarly, interpolate the normals.
Vector3 localNormal1 = mesh.normals[vertex1Index]; Vector3 localNormal1 = mesh.normals[vertex1Index];
Vector3 localNormal2 = mesh.normals[vertex2Index]; Vector3 localNormal2 = mesh.normals[vertex2Index];
Vector3 localNormal3 = mesh.normals[vertex3Index]; Vector3 localNormal3 = mesh.normals[vertex3Index];
Vector3 worldNormal1 = hit.collider.transform.TransformDirection(localNormal1); Vector3 worldNormal1 = hit.collider.transform.TransformDirection(localNormal1);
Vector3 worldNormal2 = hit.collider.transform.TransformDirection(localNormal2); Vector3 worldNormal2 = hit.collider.transform.TransformDirection(localNormal2);
Vector3 worldNormal3 = hit.collider.transform.TransformDirection(localNormal3); Vector3 worldNormal3 = hit.collider.transform.TransformDirection(localNormal3);
Vector3 interpolatedNormal = worldNormal1 * hit.barycentricCoordinate.x + Vector3 interpolatedNormal = (worldNormal1 * hit.barycentricCoordinate.x +
worldNormal2 * hit.barycentricCoordinate.y + worldNormal2 * hit.barycentricCoordinate.y +
worldNormal3 * hit.barycentricCoordinate.z; worldNormal3 * hit.barycentricCoordinate.z).normalized;
interpolatedNormal.Normalize();
float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
{
currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
}
// Compute the target hover position.
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight; Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed); rb.MovePosition(Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * currentAdjustmentSpeed));
// Smoothly rotate the vehicle to align with the terrain.
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, interpolatedNormal) * transform.rotation; Quaternion targetRotation = Quaternion.FromToRotation(transform.up, interpolatedNormal) * transform.rotation;
rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, Time.fixedDeltaTime * 5.0f); rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, Time.fixedDeltaTime * 5.0f);
} }
else else
{ {
// No ground detected.
groundContact = false; groundContact = false;
} }
} }
void HandleMovement() void HandleMovement()
{ {
// Get player input.
float input = Input.GetAxis("Vertical"); float input = Input.GetAxis("Vertical");
if (!canAccelerate)
{
input = 0;
}
// Calculate target speed.
float targetSpeed = input * movementSpeed; float targetSpeed = input * movementSpeed;
// Smooth acceleration/deceleration.
if (input != 0) if (input != 0)
{ {
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.fixedDeltaTime * acceleration); currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.fixedDeltaTime * acceleration);
@ -142,95 +218,53 @@ public class StableHovercarController : MonoBehaviour
currentSpeed = Mathf.Lerp(currentSpeed, 0, Time.fixedDeltaTime * deceleration); currentSpeed = Mathf.Lerp(currentSpeed, 0, Time.fixedDeltaTime * deceleration);
} }
// Apply forward movement.
rb.linearVelocity = transform.forward * currentSpeed; rb.linearVelocity = transform.forward * currentSpeed;
// Apply rotation.
float turn = Input.GetAxis("Horizontal") * rotationSpeed; float turn = Input.GetAxis("Horizontal") * rotationSpeed;
rb.angularVelocity = transform.up * turn * Mathf.Deg2Rad; rb.angularVelocity = transform.up * turn * Mathf.Deg2Rad;
} }
/// <summary>
/// Resets the vehicles position to the last checkpoint reached (from RacerProgress) and orients it so that:
/// - Its front faces the nearest (other) checkpoint.
/// - Its bottom is aligned to the track (using a raycast and the specified track tag).
/// </summary>
void ResetToCheckpoint() void ResetToCheckpoint()
{ {
// Make sure we have checkpoints. if (checkpoints == null || checkpoints.Length == 0 || racerProgress == null)
if (checkpoints == null || checkpoints.Length == 0)
{ {
Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
return;
}
if (racerProgress == null)
{
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
return; return;
} }
int cpIndex = racerProgress.currentCheckpointIndex; int cpIndex = racerProgress.currentCheckpointIndex;
if (cpIndex < 0 || cpIndex >= checkpoints.Length) if (cpIndex < 0 || cpIndex >= checkpoints.Length)
{ {
Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
return; return;
} }
// Position: use the checkpoint that the racer last reached.
Transform lastCheckpoint = checkpoints[cpIndex]; Transform lastCheckpoint = checkpoints[cpIndex];
int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
// Find the "other" checkpoint nearest to the last checkpoint. Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
// (This will be used to determine the forward direction.) Vector3 desiredUp = Vector3.up;
Transform nearestOther = null;
float nearestDistance = Mathf.Infinity;
foreach (Transform cp in checkpoints)
{
if (cp == lastCheckpoint)
continue;
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
if (d < nearestDistance)
{
nearestDistance = d;
nearestOther = cp;
}
}
// Determine desired forward:
// If we found another checkpoint, aim toward it.
// (Project the vector onto the plane defined by the desired up.)
Vector3 desiredForward = (nearestOther != null)
? (nearestOther.position - lastCheckpoint.position).normalized
: transform.forward;
// Determine the tracks surface normal so we can align the vehicles bottom.
// We cast a ray downward from a point just above the checkpoint.
Vector3 desiredUp = Vector3.up; // Fallback if no track is detected.
RaycastHit hit; RaycastHit hit;
Vector3 rayOrigin = lastCheckpoint.position + Vector3.up * 1.0f; Vector3 rayOrigin = lastCheckpoint.position + Vector3.up * 1.0f;
if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, trackRaycastDistance))
if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, trackRaycastDistance) && hit.collider.CompareTag(trackTag))
{ {
if (hit.collider.CompareTag(trackTag)) desiredUp = -hit.normal;
{
// To have the vehicles bottom (transform.up) flush with the track,
// we set our desired up vector to be the inverse of the tracks normal.
desiredUp = -hit.normal;
}
} }
// Now adjust the desired forward so that it is perpendicular to the desired up.
desiredForward = Vector3.ProjectOnPlane(desiredForward, desiredUp).normalized; desiredForward = Vector3.ProjectOnPlane(desiredForward, desiredUp).normalized;
// Build the final rotation.
Quaternion desiredRotation = Quaternion.LookRotation(desiredForward, desiredUp); Quaternion desiredRotation = Quaternion.LookRotation(desiredForward, desiredUp);
// Reset position and orientation.
transform.position = lastCheckpoint.position; transform.position = lastCheckpoint.position;
transform.rotation = desiredRotation; transform.rotation = desiredRotation;
// Clear any existing motion. currentSpeed = 0f;
rb.linearVelocity = Vector3.zero; rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero; rb.angularVelocity = Vector3.zero;
}
Debug.Log("Vehicle reset to checkpoint: " + lastCheckpoint.name + // Helper method to determine if a GameObject's layer is in a given LayerMask.
(nearestOther != null ? " with front facing: " + nearestOther.name : "")); private bool IsInLayerMask(GameObject obj, LayerMask mask)
{
return ((mask.value & (1 << obj.layer)) != 0);
} }
} }

View File

@ -9,21 +9,25 @@ public class ObjectBanking : MonoBehaviour
[Tooltip("The maximum angle the object can bank to either side.")] [Tooltip("The maximum angle the object can bank to either side.")]
public float maxBankingAngle = 30f; public float maxBankingAngle = 30f;
public RaceManager raceManager;
// Internal variable to keep track of current bank angle // Internal variable to keep track of current bank angle
private float currentBankAngle = 0f; private float currentBankAngle = 0f;
void Update() void Update()
{ {
// Get input from Horizontal axis (e.g., keyboard or controller) if (!raceManager.raceFinished) {
float horizontalInput = Input.GetAxis("Horizontal"); // Get input from Horizontal axis (e.g., keyboard or controller)
float horizontalInput = Input.GetAxis("Horizontal");
// Target angle is proportional to input and max banking angle // Target angle is proportional to input and max banking angle
float targetBankAngle = horizontalInput * maxBankingAngle; float targetBankAngle = horizontalInput * maxBankingAngle;
// Smoothly interpolate current angle towards the target // Smoothly interpolate current angle towards the target
currentBankAngle = Mathf.Lerp(currentBankAngle, targetBankAngle, Time.deltaTime * bankingSpeed); currentBankAngle = Mathf.Lerp(currentBankAngle, targetBankAngle, Time.deltaTime * bankingSpeed);
// Apply the rotation (banking along the Z-axis) // Apply the rotation (banking along the Z-axis)
transform.localRotation = Quaternion.Euler(0f, 0f, -currentBankAngle); transform.localRotation = Quaternion.Euler(0f, 0f, -currentBankAngle);
}
} }
} }

View File

@ -0,0 +1,49 @@
using UnityEngine;
public class VehicleSoundController : MonoBehaviour
{
public AudioSource[] engineAudioSources; // Array of AudioSources to control
public float minPitch = 0.8f; // Idle pitch
public float maxPitch = 2.0f; // High-speed pitch
public float maxSpeed = 20f; // Adjust based on vehicle speed
private Rigidbody vehicleRigidbody;
void Start()
{
vehicleRigidbody = GetComponent<Rigidbody>();
if (engineAudioSources.Length == 0)
{
Debug.LogWarning("No AudioSources assigned! Disabling sound control.");
enabled = false;
}
}
void Update()
{
float speed = vehicleRigidbody.linearVelocity.magnitude;
// Adjust the pitch based on speed (linear interpolation)
float pitch = Mathf.Lerp(minPitch, maxPitch, speed / maxSpeed);
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
foreach (AudioSource audioSource in engineAudioSources)
{
if (audioSource != null)
{
audioSource.pitch = pitch;
// Start playing the sound if not already playing
if (speed > 0.1f && !audioSource.isPlaying)
{
audioSource.Play();
}
else if (speed <= 0.1f && audioSource.isPlaying)
{
audioSource.Stop(); // Stop when the vehicle is idle
}
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e8ed776f39481dd4aaf921cdebd0e945

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9623346a93f6e094c813a88030cb938c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,73 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
[SerializeField] private GameObject pauseMenuUI; // Drag the PauseMenuCanvas here.
[SerializeField] private GameObject gameUI; // Drag the UICanvas here.
private bool isPaused = false;
void Update()
{
if (Input.GetButtonDown("Pause"))
{
if (isPaused)
ResumeGame();
else
PauseGame();
}
}
public void ResumeGame()
{
gameUI.SetActive(true);
pauseMenuUI.SetActive(false);
Time.timeScale = 1f; // Resume time
isPaused = false;
}
private void PauseGame()
{
gameUI.SetActive(false);
pauseMenuUI.SetActive(true);
Time.timeScale = 0f; // Pause time
isPaused = true;
}
public void RestartLevel()
{
Time.timeScale = 1f; // Reset time in case it's paused
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
public void QuitToMainMenu()
{
Time.timeScale = 1f; // Reset time
SceneManager.LoadScene("Menu"); // Replace with your main menu scene name
}
// Called when the Controls button is clicked
public void ShowControls()
{
// Show the controls UI or panel (handled in the next step)
controlsPanel.SetActive(true);
}
// Reference to the controls panel
[Tooltip("The instance of the Controls Panel")]
public GameObject controlsPanel;
// Hide the panel when returning to the main menu
public void HideControls()
{
controlsPanel.SetActive(false);
}
// Called when the Quit button is clicked
public void QuitGame()
{
Debug.Log("Quitting the game..."); // For testing in the editor
Application.Quit(); // Only works in a built game
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6eb15abbc8708814895e79627eaefa1c

View File

@ -5,19 +5,29 @@ public class Checkpoint : MonoBehaviour
[Tooltip("The order index of this checkpoint along the track.")] [Tooltip("The order index of this checkpoint along the track.")]
public int checkpointIndex = 0; public int checkpointIndex = 0;
[Tooltip("The amount of checkpoints the player can skip without penalty.")]
public int skippableCheckpointsQty = 5;
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
RacerProgress progress = other.GetComponent<RacerProgress>(); RacerProgress progress = other.GetComponent<RacerProgress>();
if (progress != null && RaceManager.Instance != null) if (progress != null && RaceManager.Instance != null)
{ {
// Only update if the racer is expecting this checkpoint next. int totalCheckpoints = RaceManager.Instance.numberOfCheckpoints;
if (progress.currentCheckpointIndex == checkpointIndex)
// Check if this checkpoint is within the skippable range or expected next.
int distanceToCheckpoint = (checkpointIndex - progress.currentCheckpointIndex + totalCheckpoints) % totalCheckpoints;
if (distanceToCheckpoint == 0 || (distanceToCheckpoint <= skippableCheckpointsQty + 1))
{ {
int totalCheckpoints = RaceManager.Instance.numberOfCheckpoints; // Update the current checkpoint index
progress.currentCheckpointIndex = (checkpointIndex + 1) % totalCheckpoints; progress.currentCheckpointIndex = (checkpointIndex + 1) % totalCheckpoints;
// If the racer just passed the final checkpoint, increment the lap count. // If the racer just passed the final checkpoint, increment the lap count.
if (checkpointIndex == totalCheckpoints - 1) if (checkpointIndex == totalCheckpoints - 1)
{
progress.lapCount++; progress.lapCount++;
}
} }
} }
} }

View File

@ -7,6 +7,14 @@ public class FinishLine : MonoBehaviour
RacerProgress progress = other.GetComponent<RacerProgress>(); RacerProgress progress = other.GetComponent<RacerProgress>();
if (progress != null && RaceManager.Instance != null) if (progress != null && RaceManager.Instance != null)
{ {
// Increment lap count and reset checkpoint index
if (progress.currentCheckpointIndex == other.GetComponent<BaseHovercarController>().checkpoints.Length)
{
progress.lapCount++;
progress.currentCheckpointIndex = 0;
}
RaceManager.Instance.CheckFinish(progress); RaceManager.Instance.CheckFinish(progress);
} }
} }

View File

@ -1,27 +1,49 @@
using UnityEngine; using UnityEngine;
using TMPro;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Cinemachine;
public class RaceManager : MonoBehaviour public class RaceManager : MonoBehaviour
{ {
public static RaceManager Instance; public static RaceManager Instance;
[Header("Race Settings")] [Header("Race Settings")]
[Tooltip("Total number of laps needed to finish the race.")]
public int totalLaps = 3; public int totalLaps = 3;
[Tooltip("Total number of checkpoints in the race.")] public int numberOfCheckpoints = 0;
public int numberOfCheckpoints = 0; // Set this in the Inspector to match your track setup
[Header("Countdown Settings")]
public int preliminaryCounts = 3;
public float delayBetweenCounts = 1.0f;
public AudioSource countAudioSource;
public AudioSource startSignalAudioSource;
public TextMeshProUGUI countdownText;
[Header("Finish Line Settings")] [Header("Finish Line Settings")]
[Tooltip("Assign the finish line object (with a trigger collider) here.")]
public Transform finishLine; public Transform finishLine;
[Header("UI Elements")]
public TextMeshProUGUI playerPositionText;
public TextMeshProUGUI lapsLeftText;
public GameObject playerVehicle;
[Header("Post-Race Settings")]
public CinemachineCamera victoryCamera;
public CinemachineCamera playerCamera;
public GameObject postRaceCanvas;
public TextMeshProUGUI victoryText;
public GameObject playerUI;
private List<RacerProgress> racers = new List<RacerProgress>(); private List<RacerProgress> racers = new List<RacerProgress>();
public bool raceFinished = false; public bool raceFinished = false;
public bool raceStarted = false;
public string winnerName = ""; public string winnerName = "";
private RacerProgress playerProgress;
private string[] placeMapping = { "1st", "2nd", "3rd" };
void Awake() void Awake()
{ {
// Basic singleton setup.
if (Instance == null) if (Instance == null)
Instance = this; Instance = this;
else else
@ -30,35 +52,137 @@ public class RaceManager : MonoBehaviour
void Start() void Start()
{ {
// Optionally, automatically find all racers by tag.
GameObject[] racerObjects = GameObject.FindGameObjectsWithTag("Racer"); GameObject[] racerObjects = GameObject.FindGameObjectsWithTag("Racer");
foreach (GameObject racer in racerObjects) foreach (GameObject racer in racerObjects)
{ {
RacerProgress progress = racer.GetComponent<RacerProgress>(); RacerProgress progress = racer.GetComponent<RacerProgress>();
if (progress != null) if (progress != null)
{
racers.Add(progress); racers.Add(progress);
}
} }
}
/// <summary> if (playerVehicle != null)
/// Returns the highest “progress value” among all racers.
/// (Calculated as: lap count * numberOfCheckpoints + current checkpoint index.)
/// </summary>
public float GetLeaderProgress()
{
float leaderProgress = 0f;
foreach (RacerProgress rp in racers)
{ {
float progressValue = rp.lapCount * numberOfCheckpoints + rp.currentCheckpointIndex; playerProgress = playerVehicle.GetComponent<RacerProgress>();
if (progressValue > leaderProgress)
leaderProgress = progressValue;
} }
return leaderProgress;
if (postRaceCanvas != null)
postRaceCanvas.SetActive(false);
LockRacers();
StartCoroutine(RaceCountdown());
}
void Update()
{
if (playerProgress != null && raceStarted && !raceFinished)
{
int playerPosition = GetPlayerPosition();
UpdatePositionUI(playerPosition);
UpdateLapsLeftUI();
}
}
private IEnumerator RaceCountdown()
{
if (countdownText != null) countdownText.gameObject.SetActive(true);
for (int i = preliminaryCounts; i > 0; i--)
{
if (countAudioSource != null) countAudioSource.Play();
if (countdownText != null) countdownText.text = i.ToString();
yield return new WaitForSeconds(delayBetweenCounts);
}
if (startSignalAudioSource != null) startSignalAudioSource.Play();
if (countdownText != null) countdownText.text = "GO!";
yield return new WaitForSeconds(1f); // Display "GO!" briefly
if (countdownText != null) countdownText.gameObject.SetActive(false);
UnlockRacers();
raceStarted = true;
}
private void LockRacers()
{
foreach (RacerProgress racer in racers)
{
BaseHovercarController controller = racer.GetComponent<BaseHovercarController>();
if (controller != null)
{
controller.enabled = false; // Disable the movement script.
}
Rigidbody rb = racer.GetComponent<Rigidbody>();
if (rb != null)
{
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation;
}
}
}
private void UnlockRacers()
{
foreach (RacerProgress racer in racers)
{
BaseHovercarController controller = racer.GetComponent<BaseHovercarController>();
if (controller != null)
{
controller.enabled = true; // Disable the movement script.
}
racer.GetComponent<BaseHovercarController>().canAccelerate = true;
Rigidbody rb = racer.GetComponent<Rigidbody>();
if (rb != null)
{
rb.constraints = RigidbodyConstraints.None;
}
}
}
private int GetPlayerPosition()
{
racers.Sort((r1, r2) => GetRacerProgressValue(r2).CompareTo(GetRacerProgressValue(r1)));
for (int i = 0; i < racers.Count; i++)
{
if (racers[i] == playerProgress)
return i + 1;
}
return racers.Count;
}
private void UpdatePositionUI(int position)
{
playerPositionText.text = GetPrettyPosition(position);
}
private string GetPrettyPosition(int position)
{
if (position < 4)
{
return placeMapping[position - 1];
}
else
{
return position + "th";
}
}
private void UpdateLapsLeftUI()
{
int lapsLeft = Mathf.Max(totalLaps - playerProgress.lapCount, 0);
lapsLeftText.text = "Laps Left: " + lapsLeft;
}
private float GetRacerProgressValue(RacerProgress rp)
{
return rp.lapCount * numberOfCheckpoints + rp.currentCheckpointIndex;
} }
/// <summary>
/// Call this when a racer crosses the finish line.
/// </summary>
public void CheckFinish(RacerProgress rp) public void CheckFinish(RacerProgress rp)
{ {
if (rp.lapCount >= totalLaps && !raceFinished) if (rp.lapCount >= totalLaps && !raceFinished)
@ -66,7 +190,31 @@ public class RaceManager : MonoBehaviour
raceFinished = true; raceFinished = true;
winnerName = rp.gameObject.name; winnerName = rp.gameObject.name;
Debug.Log("Race Finished! Winner: " + winnerName); Debug.Log("Race Finished! Winner: " + winnerName);
// Here you might trigger UI updates, stop all racers, etc. TriggerPostRaceEvents();
} }
} }
private void TriggerPostRaceEvents()
{
LockRacers();
if (victoryCamera != null && playerVehicle != null && playerCamera != null)
{
victoryCamera.gameObject.SetActive(true);
playerCamera.gameObject.SetActive(false);
}
if (postRaceCanvas != null)
{
int playerPosition = GetPlayerPosition();
postRaceCanvas.SetActive(true);
if (playerPosition == 1) {
victoryText.text = "You win";
}
else
{
victoryText.text = "you placed " + GetPrettyPosition(playerPosition);
}
}
if (playerUI != null) playerUI.SetActive(false);
}
} }

View File

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descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: left ctrl positiveButton: escape
altNegativeButton: altNegativeButton:
altPositiveButton: mouse 0 altPositiveButton:
gravity: 1000 gravity: 1000
dead: 0.001 dead: 0.001
sensitivity: 1000 sensitivity: 1000

View File

@ -14,8 +14,8 @@ TagManager:
- Water - Water
- UI - UI
- Player - Player
- - BumpyTrack
- - SmoothTrack
- -
- -
- -