rabidus-test/Assets/Dreamteck/Splines/Examples/RollerCoaster/Scripts/RollerCoaster.cs

79 lines
2.6 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Dreamteck.Splines.Examples
{
public class RollerCoaster : MonoBehaviour
{
public float speed = 10f;
public float minSpeed = 1f;
public float maxSpeed = 20f;
public float frictionForce = 0.1f;
public float gravityForce = 1f;
public float slopeRange = 60f;
SplineFollower follower;
public AnimationCurve speedGain;
public AnimationCurve speedLoss;
public float brakeSpeed = 0f;
public float brakeReleaseSpeed = 0f;
private float brakeTime = 0f;
private float brakeForce = 0f;
private float addForce = 0f;
// Use this for initialization
void Start()
{
follower = GetComponent<SplineFollower>();
}
// Update is called once per frame
void Update()
{
float dot = Vector3.Dot(this.transform.forward, Vector3.down);
float dotPercent = Mathf.Lerp(-slopeRange / 90f, slopeRange / 90f, (dot + 1f) / 2f);
speed -= Time.deltaTime * frictionForce * (1f - brakeForce);
float speedAdd = 0f;
float speedPercent = Mathf.InverseLerp(minSpeed, maxSpeed, speed);
if (dotPercent > 0f)
{
speedAdd = gravityForce * dotPercent * speedGain.Evaluate(speedPercent) * Time.deltaTime;
}
else
{
speedAdd = gravityForce * dotPercent * speedLoss.Evaluate(1f-speedPercent) * Time.deltaTime;
}
speed += speedAdd * (1f-brakeForce);
speed = Mathf.Clamp(speed, minSpeed, maxSpeed);
if (addForce > 0f) {
float lastAdd = addForce;
addForce = Mathf.MoveTowards(addForce, 0f, Time.deltaTime * 30f);
speed += lastAdd - addForce;
}
follower.followSpeed = speed;
follower.followSpeed *= (1f - brakeForce);
if (brakeTime > Time.time) brakeForce = Mathf.MoveTowards(brakeForce, 1f, Time.deltaTime * brakeSpeed);
else brakeForce = Mathf.MoveTowards(brakeForce, 0f, Time.deltaTime * brakeReleaseSpeed);
speedPercent = Mathf.Clamp01(speed/maxSpeed)*(1f-brakeForce);
}
public void AddBrake(float time)
{
brakeTime = Time.time + time;
}
public void RemoveBrake()
{
brakeTime = 0f;
}
public void AddForce(float amount)
{
addForce = amount;
}
}
}