using System.Collections; using System.Collections.Generic; using UnityEngine; public class Wheel : MonoBehaviour { public float radius =0.35f; public float defaultPosition; public float springConstant =1f; public ForceMode springForceMode; public float displacementRange = 0.1f; public float dampningSpeed =0.1f; public float hitPoint=0; public float curDisplacement => defaultPosition- transform.localPosition.y; public float minDisplacement => defaultPosition + displacementRange; public float maxDisplacement => defaultPosition - displacementRange; LayerMask groundMask; public CarController myCar; void Awake() { defaultPosition=transform.localPosition.y; groundMask = LayerMask.GetMask("Ground"); } // Update is called once per frame void FixedUpdate() { if(myCar==null){return;} RaycastHit hit = new RaycastHit(); float newDisplacement = transform.localPosition.y; float bottomEnd = transform.position.y - radius; // hitPoint=0; bool grounded=false; // if(Physics.Linecast(transform.position+new Vector3(0,0,-0.1f), new Vector3(transform.position.x,bottomEnd,transform.position.z-0.1f), out hit, groundMask)){ // Debug.DrawLine(transform.position, hit.point, Color.red); // hitPoint=hit.point.y; // grounded=true; // } if(Physics.Linecast(transform.position, new Vector3(transform.position.x,bottomEnd,transform.position.z), out hit, groundMask)){ Debug.DrawLine(transform.position, hit.point, Color.red); // if(hit.point.y > hitPoint){ hitPoint=hit.point.y; // } grounded=true; } // if(Physics.Linecast(transform.position+new Vector3(0,0,0.1f), new Vector3(transform.position.x,bottomEnd,transform.position.z+0.1f), out hit, groundMask)){ // Debug.DrawLine(transform.position, hit.point, Color.red); // if(hit.point.y > hitPoint){ // hitPoint=hit.point.y; // } // grounded=true; // } if(!grounded){ newDisplacement = maxDisplacement; Debug.Log("Not Touching ground "); }else{ newDisplacement=hitPoint+radius; } transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x,newDisplacement, transform.position.z),dampningSpeed); if(curDisplacement < 0){ //Apply upforce } myCar.rb.AddForceAtPosition(-Physics.gravity*springConstant,transform.position,springForceMode); } void OnDrawGizmos() { Gizmos.color = Color.green; int segmants = 12; Vector3 lastPoint= Vector3.zero; for(int i=0; i< segmants;i++){ float theta = ((Mathf.PI*2)/segmants) * i; float z= transform.position.z + (radius * Mathf.Sin(theta)); float y= transform.position.y +(radius * Mathf.Cos(theta)); Vector3 thisPoint = new Vector3(transform.position.x,y,z); if(i>0){Gizmos.DrawLine(lastPoint,thisPoint);} lastPoint = thisPoint; } Gizmos.DrawWireSphere(new Vector3(transform.position.x,hitPoint,transform.position.z),0.2f); } }