greatly simplify movement logic
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ReverseAcceleration: 5
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AccelerationCurve: 1
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Braking: 10
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CoastingDrag: 4
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Grip: 0.95
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MinAngleToFinishDrift: 10
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MinSpeedPercentToFinishDrift: 0.5
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DriftControl: 10
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DriftDampening: 10
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SuspensionHeight: 0.2
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SuspensionSpring: 20000
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SuspensionDamp: 500
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forwardSpeed: 30
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turnSpeed: 3
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drag: 0.5
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@ -572,7 +586,7 @@ Rigidbody:
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@ -7,498 +7,80 @@ namespace SRL
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{
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public class ArcadeKart : MonoBehaviour
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{
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[System.Serializable]
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public class StatPowerup
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{
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public ArcadeKart.Stats modifiers;
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public string PowerUpID;
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public float ElapsedTime;
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public float MaxTime;
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}
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[System.Serializable]
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public struct Stats
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{
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[Header("Movement Settings")]
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[Min(0.001f), Tooltip("Top speed attainable when moving forward.")]
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public float TopSpeed;
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[Tooltip("How quickly the kart reaches top speed.")]
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public float Acceleration;
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[Min(0.001f), Tooltip("Top speed attainable when moving backward.")]
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public float ReverseSpeed;
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[Tooltip("How quickly the kart reaches top speed, when moving backward.")]
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public float ReverseAcceleration;
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[Tooltip("How quickly the kart starts accelerating from 0. A higher number means it accelerates faster sooner.")]
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[Range(0.2f, 1)]
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public float AccelerationCurve;
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[Tooltip("How quickly the kart slows down when the brake is applied.")]
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public float Braking;
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[Tooltip("How quickly the kart will reach a full stop when no inputs are made.")]
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public float CoastingDrag;
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[Range(0.0f, 1.0f)]
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[Tooltip("The amount of side-to-side friction.")]
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public float Grip;
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[Tooltip("The target height to float above the ground.")]
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public float floatHeight;
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[Tooltip("The minimum height to float above the ground.")]
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public float minimumFloatHeight;
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[Tooltip("How tightly the kart can turn left or right.")]
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public float Steer;
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[Tooltip("Additional gravity for when the kart is in the air.")]
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public float AddedGravity;
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// allow for stat adding for powerups.
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public static Stats operator +(Stats a, Stats b)
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{
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return new Stats
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{
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Acceleration = a.Acceleration + b.Acceleration,
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AccelerationCurve = a.AccelerationCurve + b.AccelerationCurve,
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Braking = a.Braking + b.Braking,
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CoastingDrag = a.CoastingDrag + b.CoastingDrag,
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AddedGravity = a.AddedGravity + b.AddedGravity,
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Grip = a.Grip + b.Grip,
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floatHeight = a.floatHeight + b.floatHeight,
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minimumFloatHeight = a.minimumFloatHeight + b.minimumFloatHeight,
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ReverseAcceleration = a.ReverseAcceleration + b.ReverseAcceleration,
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ReverseSpeed = a.ReverseSpeed + b.ReverseSpeed,
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TopSpeed = a.TopSpeed + b.TopSpeed,
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Steer = a.Steer + b.Steer,
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};
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}
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}
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public Rigidbody Rigidbody { get; private set; }
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public InputData Input { get; private set; }
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public float AirPercent { get; private set; }
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public float GroundPercent { get; private set; }
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public ArcadeKart.Stats baseStats = new ArcadeKart.Stats
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{
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TopSpeed = 10f,
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Acceleration = 5f,
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AccelerationCurve = 4f,
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Braking = 10f,
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ReverseAcceleration = 5f,
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ReverseSpeed = 5f,
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Steer = 5f,
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CoastingDrag = 4f,
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Grip = .95f,
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floatHeight = 1f,
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minimumFloatHeight = .5f,
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AddedGravity = 1f,
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};
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[Header("Vehicle Visual")]
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public List<GameObject> m_VisualWheels;
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[Header("Vehicle Physics")]
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[Tooltip("The transform that determines the position of the kart's mass.")]
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public Transform CenterOfMass;
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[Range(0.0f, 20.0f), Tooltip("Coefficient used to reorient the kart in the air. The higher the number, the faster the kart will readjust itself along the horizontal plane.")]
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public float AirborneReorientationCoefficient = 3.0f;
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[Header("Drifting")]
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[Range(0.01f, 1.0f), Tooltip("The grip value when drifting.")]
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public float DriftGrip = 0.4f;
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[Range(0.0f, 10.0f), Tooltip("Additional steer when the kart is drifting.")]
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public float DriftAdditionalSteer = 5.0f;
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[Range(1.0f, 30.0f), Tooltip("The higher the angle, the easier it is to regain full grip.")]
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public float MinAngleToFinishDrift = 10.0f;
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[Range(0.01f, 0.99f), Tooltip("Mininum speed percentage to switch back to full grip.")]
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public float MinSpeedPercentToFinishDrift = 0.5f;
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[Range(1.0f, 20.0f), Tooltip("The higher the value, the easier it is to control the drift steering.")]
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public float DriftControl = 10.0f;
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[Range(0.0f, 20.0f), Tooltip("The lower the value, the longer the drift will last without trying to control it by steering.")]
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public float DriftDampening = 10.0f;
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[Header("Suspensions")]
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[Tooltip("The maximum extension possible between the kart's body and the wheels.")]
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[Range(0.0f, 1.0f)]
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public float SuspensionHeight = 0.2f;
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[Range(10.0f, 100000.0f), Tooltip("The higher the value, the stiffer the suspension will be.")]
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public float SuspensionSpring = 20000.0f;
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[Range(0.0f, 5000.0f), Tooltip("The higher the value, the faster the kart will stabilize itself.")]
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public float SuspensionDamp = 500.0f;
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[Tooltip("Vertical offset to adjust the position of the wheels relative to the kart's body.")]
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[Range(-1.0f, 1.0f)]
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public float WheelsPositionVerticalOffset = 0.0f;
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[Tooltip("Which layers the wheels will detect.")]
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public LayerMask GroundLayers = Physics.DefaultRaycastLayers;
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// the input sources that can control the kart
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IInput[] m_Inputs;
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const float k_NullInput = 0.01f;
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const float k_NullSpeed = 0.01f;
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Vector3 m_VerticalReference = Vector3.up;
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// Drift params
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public bool WantsToDrift { get; private set; } = false;
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public bool IsDrifting { get; private set; } = false;
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float m_CurrentGrip = 1.0f;
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float m_DriftTurningPower = 0.0f;
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float m_PreviousGroundPercent = 1.0f;
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readonly List<(GameObject trailRoot, WheelCollider wheel, TrailRenderer trail)> m_DriftTrailInstances = new List<(GameObject, WheelCollider, TrailRenderer)>();
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readonly List<(WheelCollider wheel, float horizontalOffset, float rotation, ParticleSystem sparks)> m_DriftSparkInstances = new List<(WheelCollider, float, float, ParticleSystem)>();
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// can the kart move?
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bool m_CanMove = true;
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List<StatPowerup> m_ActivePowerupList = new List<StatPowerup>();
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ArcadeKart.Stats m_FinalStats;
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Quaternion m_LastValidRotation;
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Vector3 m_LastValidPosition;
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Vector3 m_LastCollisionNormal;
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bool m_HasCollision;
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bool m_InAir = false;
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public void AddPowerup(StatPowerup statPowerup) => m_ActivePowerupList.Add(statPowerup);
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public void SetCanMove(bool move) => m_CanMove = move;
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public float GetMaxSpeed() => Mathf.Max(m_FinalStats.TopSpeed, m_FinalStats.ReverseSpeed);
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void UpdateSuspensionParams(WheelCollider wheel)
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{
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wheel.suspensionDistance = SuspensionHeight;
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wheel.center = new Vector3(0.0f, WheelsPositionVerticalOffset, 0.0f);
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JointSpring spring = wheel.suspensionSpring;
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spring.spring = SuspensionSpring;
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spring.damper = SuspensionDamp;
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wheel.suspensionSpring = spring;
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}
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void Awake()
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{
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Rigidbody = GetComponent<Rigidbody>();
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m_Inputs = GetComponents<IInput>();
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||||
m_CurrentGrip = baseStats.Grip;
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
|
||||
GatherInputs();
|
||||
// apply our powerups to create our finalStats
|
||||
TickPowerups();
|
||||
|
||||
// apply our physics properties
|
||||
Rigidbody.centerOfMass = transform.InverseTransformPoint(CenterOfMass.position);
|
||||
|
||||
int groundedCount = 4;
|
||||
// if (FrontLeftWheel.isGrounded && FrontLeftWheel.GetGroundHit(out WheelHit hit))
|
||||
// groundedCount++;
|
||||
// if (FrontRightWheel.isGrounded && FrontRightWheel.GetGroundHit(out hit))
|
||||
// groundedCount++;
|
||||
// if (RearLeftWheel.isGrounded && RearLeftWheel.GetGroundHit(out hit))
|
||||
// groundedCount++;
|
||||
// if (RearRightWheel.isGrounded && RearRightWheel.GetGroundHit(out hit))
|
||||
// groundedCount++;
|
||||
|
||||
// calculate how grounded and airborne we are
|
||||
GroundPercent = (float) groundedCount / 4.0f;
|
||||
AirPercent = 1 - GroundPercent;
|
||||
|
||||
// apply vehicle physics
|
||||
if (m_CanMove)
|
||||
{
|
||||
MoveVehicle(Input.Accelerate, Input.Brake, Input.TurnInput);
|
||||
}
|
||||
GroundAirbourne();
|
||||
|
||||
m_PreviousGroundPercent = GroundPercent;
|
||||
}
|
||||
|
||||
void GatherInputs()
|
||||
{
|
||||
// reset input
|
||||
Input = new InputData();
|
||||
WantsToDrift = false;
|
||||
|
||||
// gather nonzero input from our sources
|
||||
for (int i = 0; i < m_Inputs.Length; i++)
|
||||
{
|
||||
Input = m_Inputs[i].GenerateInput();
|
||||
WantsToDrift = Input.Brake && Vector3.Dot(Rigidbody.linearVelocity, transform.forward) > 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void TickPowerups()
|
||||
|
||||
|
||||
[Header("Hover Settings")]
|
||||
public float hoverHeight = 2.0f;
|
||||
public float hoverForce = 100f;
|
||||
public LayerMask groundLayer;
|
||||
public float hoverDampening = 5f;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float forwardSpeed = 50f;
|
||||
public float turnSpeed = 20f;
|
||||
public float strafeSpeed = 15f;
|
||||
public float drag = 2f;
|
||||
|
||||
|
||||
private Rigidbody rb;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// remove all elapsed powerups
|
||||
m_ActivePowerupList.RemoveAll((p) => { return p.ElapsedTime > p.MaxTime; });
|
||||
rb = GetComponent<Rigidbody>();
|
||||
m_Inputs = GetComponents<IInput>();
|
||||
}
|
||||
|
||||
// zero out powerups before we add them all up
|
||||
var powerups = new Stats();
|
||||
|
||||
// add up all our powerups
|
||||
for (int i = 0; i < m_ActivePowerupList.Count; i++)
|
||||
void FixedUpdate()
|
||||
{
|
||||
var p = m_ActivePowerupList[i];
|
||||
|
||||
// add elapsed time
|
||||
p.ElapsedTime += Time.fixedDeltaTime;
|
||||
|
||||
// add up the powerups
|
||||
powerups += p.modifiers;
|
||||
GatherInputs();
|
||||
Hover();
|
||||
Move();
|
||||
}
|
||||
|
||||
// add powerups to our final stats
|
||||
m_FinalStats = baseStats + powerups;
|
||||
|
||||
// clamp values in finalstats
|
||||
m_FinalStats.Grip = Mathf.Clamp(m_FinalStats.Grip, 0, 1);
|
||||
}
|
||||
|
||||
void GroundAirbourne()
|
||||
void Hover()
|
||||
{
|
||||
RaycastHit hit;
|
||||
|
||||
// Check if the object is hitting the ground using a raycast
|
||||
|
||||
if (Physics.Raycast(transform.position, Vector3.down, out hit, baseStats.floatHeight + 0.1f))
|
||||
|
||||
// Raycast to ground to simulate hover
|
||||
Ray ray = new Ray(transform.position, -transform.up);
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, hoverHeight * 2, groundLayer))
|
||||
{
|
||||
float hoverError = hoverHeight - hit.distance;
|
||||
float upwardSpeed = rb.linearVelocity.y;
|
||||
float appliedHoverForce = hoverError * hoverForce - upwardSpeed * hoverDampening;
|
||||
|
||||
// Calculate the upward force needed to maintain the desired height
|
||||
|
||||
float upwardForce = (baseStats.floatHeight - (hit.distance - baseStats.minimumFloatHeight)) * 10f;
|
||||
|
||||
Rigidbody.AddForce(Vector3.up * upwardForce, ForceMode.Acceleration);
|
||||
|
||||
rb.AddForce(Vector3.up * appliedHoverForce, ForceMode.Acceleration);
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
void Move()
|
||||
{
|
||||
Vector3 euler = transform.rotation.eulerAngles;
|
||||
euler.x = euler.z = 0f;
|
||||
transform.rotation = Quaternion.Euler(euler);
|
||||
}
|
||||
// Forward movement
|
||||
float forwardInput = Input.Accelerate ? 1f : 0f;
|
||||
Vector3 forwardForce = transform.forward * forwardInput * forwardSpeed;
|
||||
rb.AddForce(forwardForce, ForceMode.Acceleration);
|
||||
|
||||
public float LocalSpeed()
|
||||
{
|
||||
if (m_CanMove)
|
||||
{
|
||||
float dot = Vector3.Dot(transform.forward, Rigidbody.linearVelocity);
|
||||
if (Mathf.Abs(dot) > 0.1f)
|
||||
{
|
||||
float speed = Rigidbody.linearVelocity.magnitude;
|
||||
return dot < 0 ? -(speed / m_FinalStats.ReverseSpeed) : (speed / m_FinalStats.TopSpeed);
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// use this value to play kart sound when it is waiting the race start countdown.
|
||||
return Input.Accelerate ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
// Turning (rotate around Y-axis)
|
||||
float turnInput = Input.TurnInput;
|
||||
rb.AddTorque(Vector3.up * turnInput * turnSpeed, ForceMode.Acceleration);
|
||||
|
||||
void OnCollisionEnter(Collision collision) => m_HasCollision = true;
|
||||
void OnCollisionExit(Collision collision) => m_HasCollision = false;
|
||||
|
||||
void OnCollisionStay(Collision collision)
|
||||
{
|
||||
m_HasCollision = true;
|
||||
m_LastCollisionNormal = Vector3.zero;
|
||||
float dot = -1.0f;
|
||||
|
||||
foreach (var contact in collision.contacts)
|
||||
{
|
||||
if (Vector3.Dot(contact.normal, Vector3.up) > dot)
|
||||
m_LastCollisionNormal = contact.normal;
|
||||
}
|
||||
}
|
||||
|
||||
void MoveVehicle(bool accelerate, bool brake, float turnInput)
|
||||
{
|
||||
float accelInput = (accelerate ? 1.0f : 0.0f) - (brake ? 1.0f : 0.0f);
|
||||
|
||||
// manual acceleration curve coefficient scalar
|
||||
float accelerationCurveCoeff = 5;
|
||||
Vector3 localVel = transform.InverseTransformVector(Rigidbody.linearVelocity);
|
||||
|
||||
bool accelDirectionIsFwd = accelInput >= 0;
|
||||
bool localVelDirectionIsFwd = localVel.z >= 0;
|
||||
|
||||
// use the max speed for the direction we are going--forward or reverse.
|
||||
float maxSpeed = localVelDirectionIsFwd ? m_FinalStats.TopSpeed : m_FinalStats.ReverseSpeed;
|
||||
float accelPower = accelDirectionIsFwd ? m_FinalStats.Acceleration : m_FinalStats.ReverseAcceleration;
|
||||
|
||||
float currentSpeed = Rigidbody.linearVelocity.magnitude;
|
||||
float accelRampT = currentSpeed / maxSpeed;
|
||||
float multipliedAccelerationCurve = m_FinalStats.AccelerationCurve * accelerationCurveCoeff;
|
||||
float accelRamp = Mathf.Lerp(multipliedAccelerationCurve, 1, accelRampT * accelRampT);
|
||||
|
||||
bool isBraking = (localVelDirectionIsFwd && brake) || (!localVelDirectionIsFwd && accelerate);
|
||||
|
||||
// if we are braking (moving reverse to where we are going)
|
||||
// use the braking accleration instead
|
||||
float finalAccelPower = isBraking ? m_FinalStats.Braking : accelPower;
|
||||
|
||||
float finalAcceleration = finalAccelPower * accelRamp;
|
||||
|
||||
// apply inputs to forward/backward
|
||||
float turningPower = IsDrifting ? m_DriftTurningPower : turnInput * m_FinalStats.Steer;
|
||||
|
||||
Quaternion turnAngle = Quaternion.AngleAxis(turningPower, transform.up);
|
||||
Vector3 fwd = turnAngle * transform.forward;
|
||||
Vector3 movement = fwd * accelInput * finalAcceleration * ((m_HasCollision || GroundPercent > 0.0f) ? 1.0f : 0.0f);
|
||||
|
||||
// forward movement
|
||||
bool wasOverMaxSpeed = currentSpeed >= maxSpeed;
|
||||
|
||||
// if over max speed, cannot accelerate faster.
|
||||
if (wasOverMaxSpeed && !isBraking)
|
||||
movement *= 0.0f;
|
||||
|
||||
Vector3 newVelocity = Rigidbody.linearVelocity + movement * Time.fixedDeltaTime;
|
||||
newVelocity.y = Rigidbody.linearVelocity.y;
|
||||
|
||||
// clamp max speed if we are on ground
|
||||
if (GroundPercent > 0.0f && !wasOverMaxSpeed)
|
||||
{
|
||||
newVelocity = Vector3.ClampMagnitude(newVelocity, maxSpeed);
|
||||
}
|
||||
|
||||
// coasting is when we aren't touching accelerate
|
||||
if (Mathf.Abs(accelInput) < k_NullInput && GroundPercent > 0.0f)
|
||||
{
|
||||
newVelocity = Vector3.MoveTowards(newVelocity, new Vector3(0, Rigidbody.linearVelocity.y, 0), Time.fixedDeltaTime * m_FinalStats.CoastingDrag);
|
||||
}
|
||||
|
||||
Rigidbody.linearVelocity = newVelocity;
|
||||
|
||||
// Drift
|
||||
if (GroundPercent > 0.0f)
|
||||
{
|
||||
if (m_InAir)
|
||||
{
|
||||
m_InAir = false;
|
||||
}
|
||||
|
||||
// manual angular velocity coefficient
|
||||
float angularVelocitySteering = 0.4f;
|
||||
float angularVelocitySmoothSpeed = 20f;
|
||||
|
||||
// turning is reversed if we're going in reverse and pressing reverse
|
||||
if (!localVelDirectionIsFwd && !accelDirectionIsFwd)
|
||||
angularVelocitySteering *= -1.0f;
|
||||
|
||||
var angularVel = Rigidbody.angularVelocity;
|
||||
|
||||
// move the Y angular velocity towards our target
|
||||
angularVel.y = Mathf.MoveTowards(angularVel.y, turningPower * angularVelocitySteering, Time.fixedDeltaTime * angularVelocitySmoothSpeed);
|
||||
|
||||
// apply the angular velocity
|
||||
Rigidbody.angularVelocity = angularVel;
|
||||
|
||||
// rotate rigidbody's velocity as well to generate immediate velocity redirection
|
||||
// manual velocity steering coefficient
|
||||
float velocitySteering = 25f;
|
||||
|
||||
// If the karts lands with a forward not in the velocity direction, we start the drift
|
||||
if (GroundPercent >= 0.0f && m_PreviousGroundPercent < 0.1f)
|
||||
{
|
||||
Vector3 flattenVelocity = Vector3.ProjectOnPlane(Rigidbody.linearVelocity, m_VerticalReference).normalized;
|
||||
if (Vector3.Dot(flattenVelocity, transform.forward * Mathf.Sign(accelInput)) < Mathf.Cos(MinAngleToFinishDrift * Mathf.Deg2Rad))
|
||||
{
|
||||
IsDrifting = true;
|
||||
m_CurrentGrip = DriftGrip;
|
||||
m_DriftTurningPower = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Drift Management
|
||||
if (!IsDrifting)
|
||||
{
|
||||
if ((WantsToDrift || isBraking) && currentSpeed > maxSpeed * MinSpeedPercentToFinishDrift)
|
||||
{
|
||||
IsDrifting = true;
|
||||
m_DriftTurningPower = turningPower + (Mathf.Sign(turningPower) * DriftAdditionalSteer);
|
||||
m_CurrentGrip = DriftGrip;
|
||||
}
|
||||
}
|
||||
|
||||
if (IsDrifting)
|
||||
{
|
||||
float turnInputAbs = Mathf.Abs(turnInput);
|
||||
if (turnInputAbs < k_NullInput)
|
||||
m_DriftTurningPower = Mathf.MoveTowards(m_DriftTurningPower, 0.0f, Mathf.Clamp01(DriftDampening * Time.fixedDeltaTime));
|
||||
|
||||
// Update the turning power based on input
|
||||
float driftMaxSteerValue = m_FinalStats.Steer + DriftAdditionalSteer;
|
||||
m_DriftTurningPower = Mathf.Clamp(m_DriftTurningPower + (turnInput * Mathf.Clamp01(DriftControl * Time.fixedDeltaTime)), -driftMaxSteerValue, driftMaxSteerValue);
|
||||
|
||||
bool facingVelocity = Vector3.Dot(Rigidbody.linearVelocity.normalized, transform.forward * Mathf.Sign(accelInput)) > Mathf.Cos(MinAngleToFinishDrift * Mathf.Deg2Rad);
|
||||
|
||||
bool canEndDrift = true;
|
||||
if (isBraking)
|
||||
canEndDrift = false;
|
||||
else if (!facingVelocity)
|
||||
canEndDrift = false;
|
||||
else if (turnInputAbs >= k_NullInput && currentSpeed > maxSpeed * MinSpeedPercentToFinishDrift)
|
||||
canEndDrift = false;
|
||||
|
||||
if (canEndDrift || currentSpeed < k_NullSpeed)
|
||||
{
|
||||
// No Input, and car aligned with speed direction => Stop the drift
|
||||
IsDrifting = false;
|
||||
m_CurrentGrip = m_FinalStats.Grip;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// rotate our velocity based on current steer value
|
||||
Rigidbody.linearVelocity = Quaternion.AngleAxis(turningPower * Mathf.Sign(localVel.z) * velocitySteering * m_CurrentGrip * Time.fixedDeltaTime, transform.up) * Rigidbody.linearVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_InAir = true;
|
||||
}
|
||||
|
||||
bool validPosition = false;
|
||||
if (Physics.Raycast(transform.position + (transform.up * 0.1f), -transform.up, out RaycastHit hit, 3.0f, 1 << 9 | 1 << 10 | 1 << 11)) // Layer: ground (9) / Environment(10) / Track (11)
|
||||
{
|
||||
Vector3 lerpVector = (m_HasCollision && m_LastCollisionNormal.y > hit.normal.y) ? m_LastCollisionNormal : hit.normal;
|
||||
m_VerticalReference = Vector3.Slerp(m_VerticalReference, lerpVector, Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime * (GroundPercent > 0.0f ? 10.0f : 1.0f))); // Blend faster if on ground
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 lerpVector = (m_HasCollision && m_LastCollisionNormal.y > 0.0f) ? m_LastCollisionNormal : Vector3.up;
|
||||
m_VerticalReference = Vector3.Slerp(m_VerticalReference, lerpVector, Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime));
|
||||
}
|
||||
|
||||
validPosition = GroundPercent > 0.7f && !m_HasCollision && Vector3.Dot(m_VerticalReference, Vector3.up) > 0.9f;
|
||||
|
||||
// Airborne / Half on ground management
|
||||
if (GroundPercent < 0.7f)
|
||||
{
|
||||
Rigidbody.angularVelocity = new Vector3(0.0f, Rigidbody.angularVelocity.y * 0.98f, 0.0f);
|
||||
Vector3 finalOrientationDirection = Vector3.ProjectOnPlane(transform.forward, m_VerticalReference);
|
||||
finalOrientationDirection.Normalize();
|
||||
if (finalOrientationDirection.sqrMagnitude > 0.0f)
|
||||
{
|
||||
Rigidbody.MoveRotation(Quaternion.Lerp(Rigidbody.rotation, Quaternion.LookRotation(finalOrientationDirection, m_VerticalReference), Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime)));
|
||||
}
|
||||
}
|
||||
else if (validPosition)
|
||||
{
|
||||
m_LastValidPosition = transform.position;
|
||||
m_LastValidRotation.eulerAngles = new Vector3(0.0f, transform.rotation.y, 0.0f);
|
||||
}
|
||||
// Apply drag to reduce endless acceleration
|
||||
rb.linearVelocity = Vector3.Lerp(rb.linearVelocity, Vector3.zero, drag * Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user