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Fixed some stuff, deceleration and brakes

Sewmina 2 年之前
父节点
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b517975659

+ 14 - 0
Assets/CarBody.physicMaterial

@@ -0,0 +1,14 @@
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+  dynamicFriction: 0.2
+  staticFriction: 0.2
+  bounciness: 0.2
+  frictionCombine: 1
+  bounceCombine: 3

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Assets/Materials/Black.mat

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+ 78 - 0
Assets/Materials/Green.mat

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二进制
Assets/New Terrain.asset


+ 8 - 0
Assets/New Terrain.asset.meta

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文件差异内容过多而无法显示
+ 2393 - 122
Assets/Scenes/SampleScene.unity


+ 1 - 1
Assets/Scripts/CameraOrbit.cs

@@ -30,7 +30,7 @@ namespace TDLN.CameraControllers
         {
             if (distance < 2) distance = 2;
             distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
-            if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
+            if (target)
             {
                 var pos = Input.mousePosition;
                 var dpiScale = 1f;

+ 22 - 6
Assets/Scripts/CarController.cs

@@ -6,31 +6,47 @@ public class CarController : MonoBehaviour
 {
     public Wheel[] turningWheels;
     public Wheel[] drivingWheels;
+    public List<Wheel> allWheels;
     public Rigidbody rb;
     public float TopSpeed = 10;
+    public float Deceleration;
+    public float BrakePower = 3;
     
     public AnimationCurve PowerCurve;
     public float EnginePower = 5;
+    public float curSpeed;
+
+    [Header("Steering")]
+    public float maxSteerAngle = 25;
+    public float minSteerAngle = 10;
 
     void Awake(){
         foreach(Wheel wheel in turningWheels){
             wheel.myCar= this;
+            if(!allWheels.Contains(wheel)){allWheels.Add(wheel);}
         }
 
         foreach(Wheel wheel in drivingWheels){
             wheel.myCar= this;
+            if(!allWheels.Contains(wheel)){allWheels.Add(wheel);}
         }
-        
-
     }
 
     void FixedUpdate()
     {
-            //up or down
-            foreach(Wheel wheel in drivingWheels){
-                wheel.Rotate(Input.GetAxis("Vertical"));
-            }
+        if(Input.GetKeyDown(KeyCode.R)){transform.eulerAngles = new Vector3(0,0,0);}
+        curSpeed = Vector3.Dot(transform.forward, rb.velocity);
+        float verticalInput = Input.GetAxis("Vertical");
         
+        if((verticalInput >0 && curSpeed < 0) || (verticalInput <0 && curSpeed > 0)){
+            foreach(Wheel wheel in allWheels){
+                wheel.Brake();
+            }
+        }
+
+        foreach(Wheel wheel in drivingWheels){
+            wheel.Rotate(verticalInput);
+        }        
 
         foreach(Wheel wheel in turningWheels){
             wheel.Steer(Input.GetAxis("Horizontal"));

+ 41 - 20
Assets/Scripts/Wheel.cs

@@ -11,7 +11,6 @@ public class Wheel : MonoBehaviour
     public float springConstant = 1f;
     public float tireGripFactor =1f;
     public float tireMass = 1f;
-    public float steerAngle = 25;
     public float dampningFactor = 1f;
     public float velocity;
     // public ForceMode springForceMode;
@@ -38,65 +37,87 @@ public class Wheel : MonoBehaviour
     void FixedUpdate()
     {
         if (myCar == null) { return; }
-
+        
         RaycastHit hit = new RaycastHit();
         float newDisplacement = transform.localPosition.y;
         
         Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
 
         grounded=false;
-        if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit, groundMask))
+        if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit))
         {
-            Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
+            // Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
             hitPoint = hit.point.y;
-            transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
+            // transform.position = new Vector3(suspensionJoint.position.x, hitPoint + (radius), suspensionJoint.position.z);
+            
             rayDist = suspensionJoint.position.y - hitPoint;
+            transform.position = suspensionJoint.position - (suspensionJoint.up *(rayDist - (radius)));
             CurDisplacement = restPositionOffset - rayDist;
             velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
             force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
+            if(force < 0){force=0;}
             myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
+            Debug.DrawLine(suspensionJoint.position, transform.position + (transform.up * force), Color.red);
+
             grounded = true;
             Friction();
         }
         else
         {
-            transform.localPosition = Vector3.Lerp(transform.localPosition, 
-            new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
+            Vector3 newPosition = suspensionJoint.position - (suspensionJoint.up * ((radius)+(displacementRange)));
+            transform.position = Vector3.Lerp(transform.position, newPosition, 0.2f);
+            // new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
         }
 
         // transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);        
     }
-
     public void Rotate(float input){
         if(grounded ){
-            if(input >0){
-
+            Vector3 accelDir = transform.forward;            
+            if(input ==0){
+                //Decelerate
+                Vector3 force = accelDir * -myCar.curSpeed/myCar.Deceleration;
+                myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
+                Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
+            }else{
+                float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(myCar.curSpeed) / myCar.TopSpeed);
+                float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
+                Vector3 force = accelDir * availableTorque;
+                myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
+                Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.blue);
             }
-            Vector3 accelDir = transform.forward;
-
-            float carSpeed = Vector3.Dot(myCar.transform.forward, myCar.rb.velocity);
-            float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(carSpeed) / myCar.TopSpeed);
-            float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
-            
-            myCar.rb.AddForceAtPosition(accelDir * availableTorque, transform.position);
         }
     }
 
+    public void Brake(){
+        if(!grounded){return;}
+            Vector3 accelDir = transform.forward;            
+
+        Vector3 force = accelDir * -myCar.curSpeed/myCar.BrakePower;
+                myCar.rb.AddForceAtPosition(force, suspensionJoint.position);
+                Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + force, Color.red);
+    }
+
     void Friction(){
         if(grounded){
             Vector3 steeringDir = transform.right;
-            Vector3 tireWorldVel = myCar.rb.GetPointVelocity(transform.position);
+            Vector3 tireWorldVel = myCar.rb.GetPointVelocity(suspensionJoint.position);
             float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
             float desiredVelChange = -steeringVel * tireGripFactor;
             float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
             Vector3 friction = steeringDir * tireMass * desiredAccel;
             // friction = new Vector3(friction.x, 0, friction.z);
-            myCar.rb.AddForceAtPosition(friction, transform.position);
+            Debug.DrawLine(suspensionJoint.position, suspensionJoint.position + friction, Color.blue);
+
+            myCar.rb.AddForceAtPosition(friction, suspensionJoint.position);
         }
     }
 
     public void Steer(float input){
-        transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * steerAngle, transform.localEulerAngles.z);
+        float carSpeed = Mathf.Clamp01(Vector3.Dot(myCar.transform.forward, myCar.rb.velocity) / myCar.TopSpeed);
+        
+        float newSteerAngle = myCar.maxSteerAngle - ((myCar.maxSteerAngle - myCar.minSteerAngle) * carSpeed);
+        transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * newSteerAngle, transform.localEulerAngles.z);
     }
 
     public float force;

部分文件因为文件数量过多而无法显示