248 lines
7.4 KiB
C#
248 lines
7.4 KiB
C#
using System.Collections;
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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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namespace BNG {
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public class VehicleController : MonoBehaviour {
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[Header("Engine Properties")]
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public float MotorTorque = 500f;
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public float MaxSpeed = 30f;
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public float MaxSteeringAngle = 45f;
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[Header("Steering Grabbable")]
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[Tooltip("If true and SteeringGrabbable is being held, the right / left trigger will act as input for acceleration / defceleration.")]
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public bool CheckTriggerInput = true;
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public Grabbable SteeringGrabbable;
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[Header("Engine Status")]
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[Tooltip("Is the Engine on and ready for input. If false, engine will need to be started first.")]
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public bool EngineOn = false;
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[Tooltip("How long it takes to start the engine")]
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public float CrankTime = 0.1f;
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[Header("Speedometer")]
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[Tooltip("Output the current speed to this label if specified")]
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public Text SpeedLabel;
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[Header("Audio Setup")]
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public AudioSource EngineAudio;
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[Tooltip("Sound to play / loop when EngineOn = true. Pitch will be altered according to speed.")]
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public AudioClip IdleSound;
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[Tooltip("If specified this clip will play before the engine is turned on. Clip to play when starting the Engine.")]
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public AudioClip CrankSound;
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public AudioClip CollisionSound;
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[HideInInspector]
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public float SteeringAngle = 0;
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[HideInInspector]
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public float MotorInput = 0; // Between 0-1. Multiplied times MotorTorque
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[HideInInspector]
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public float CurrentSpeed;
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[Header("Wheel Configuration")]
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public List<WheelObject> Wheels;
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Vector3 initialPosition;
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Rigidbody rb;
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bool wasHoldingSteering, isHoldingSteering;
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void Start() {
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rb = GetComponent<Rigidbody>();
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initialPosition = transform.position;
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}
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// Update is called once per frame
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void Update() {
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isHoldingSteering = SteeringGrabbable != null && SteeringGrabbable.BeingHeld;
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if (CheckTriggerInput) {
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GetTorqueInputFromTriggers();
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}
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// Check if we need to crank the engine
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if(Mathf.Abs(MotorInput) > 0.01f && !EngineOn) {
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CrankEngine();
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}
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// Need to let engine finish cranking
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if (crankingEngine) {
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return;
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}
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UpdateEngineAudio();
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if (SpeedLabel != null) {
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SpeedLabel.text = CurrentSpeed.ToString("n0");
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}
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CheckOutOfBounds();
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wasHoldingSteering = isHoldingSteering;
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}
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// Starts the motor if it isn't already on
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public virtual void CrankEngine() {
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if (crankingEngine || EngineOn) {
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return;
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}
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StartCoroutine(crankEngine());
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}
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protected bool crankingEngine = false;
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IEnumerator crankEngine() {
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crankingEngine = true;
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if(CrankSound != null) {
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EngineAudio.clip = CrankSound;
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EngineAudio.loop = false;
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EngineAudio.Play();
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}
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yield return new WaitForSeconds(CrankTime);
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// Switch to idle sound
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if(IdleSound != null) {
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EngineAudio.clip = IdleSound;
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EngineAudio.loop = true;
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EngineAudio.Play();
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}
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yield return new WaitForEndOfFrame();
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crankingEngine = false;
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EngineOn = true;
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}
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// Did we fall under the world?
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public virtual void CheckOutOfBounds() {
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if(transform.position.y < -500f) {
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transform.position = initialPosition;
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}
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}
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public virtual void GetTorqueInputFromTriggers() {
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// Right Trigger Accelerate, Left Trigger Brake
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if(isHoldingSteering) {
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SetMotorTorqueInput(InputBridge.Instance.RightTrigger - InputBridge.Instance.LeftTrigger);
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}
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// Nothing Holding the steering wheel. Set torque to 0
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else if(wasHoldingSteering && !isHoldingSteering) {
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SetMotorTorqueInput(0);
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}
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}
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void FixedUpdate() {
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// Update speedometer
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CurrentSpeed = correctValue(rb.velocity.magnitude * 3.6f);
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UpdateWheelTorque();
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}
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public virtual void UpdateWheelTorque() {
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float torqueInput = EngineOn ? MotorInput : 0;
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// Add torque / rotate wheels
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for (int x = 0; x < Wheels.Count; x++) {
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WheelObject wheel = Wheels[x];
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// Steering
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if (wheel.ApplySteering) {
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wheel.Wheel.steerAngle = MaxSteeringAngle * SteeringAngle;
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}
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// Torque
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if (wheel.ApplyTorque) {
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wheel.Wheel.motorTorque = MotorTorque * torqueInput;
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}
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UpdateWheelVisuals(wheel);
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}
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}
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public virtual void SetSteeringAngle(float steeringAngle) {
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SteeringAngle = steeringAngle;
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}
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public virtual void SetSteeringAngleInverted(float steeringAngle) {
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SteeringAngle = steeringAngle * -1;
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}
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public virtual void SetSteeringAngle(Vector2 steeringAngle) {
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SteeringAngle = steeringAngle.x;
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}
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public virtual void SetSteeringAngleInverted(Vector2 steeringAngle) {
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SteeringAngle = -steeringAngle.x;
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}
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public virtual void SetMotorTorqueInput(float input) {
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MotorInput = input;
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}
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public virtual void SetMotorTorqueInputInverted(float input) {
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MotorInput = -input;
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}
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public virtual void SetMotorTorqueInput(Vector2 input) {
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MotorInput = input.y;
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}
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public virtual void SetMotorTorqueInputInverted(Vector2 input) {
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MotorInput = -input.y;
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}
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public virtual void UpdateWheelVisuals(WheelObject wheel) {
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// Update Wheel position / rotation based on WheelColliders World Pose
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if(wheel != null && wheel.WheelVisual != null) {
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Vector3 position;
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Quaternion rotation;
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wheel.Wheel.GetWorldPose(out position, out rotation);
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wheel.WheelVisual.transform.position = position;
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wheel.WheelVisual.transform.rotation = rotation;
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}
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}
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public virtual void UpdateEngineAudio() {
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if (EngineAudio && EngineOn) {
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EngineAudio.pitch = Mathf.Clamp(0.5f + (CurrentSpeed / MaxSpeed), -0.1f, 3f);
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}
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}
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void OnCollisionEnter(Collision collision) {
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float colVelocity = collision.relativeVelocity.magnitude;
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if(colVelocity > 0.1f) {
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VRUtils.Instance.PlaySpatialClipAt(CollisionSound, collision.GetContact(0).point, 1f);
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}
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}
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float correctValue(float inputValue) {
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return (float)System.Math.Round(inputValue * 1000f) / 1000f;
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}
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}
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[System.Serializable]
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public class WheelObject {
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public WheelCollider Wheel;
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public Transform WheelVisual;
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public bool ApplyTorque;
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public bool ApplySteering;
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}
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}
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