94 lines
2.9 KiB
C#
94 lines
2.9 KiB
C#
using Dreamteck.Splines;
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using PathCreation;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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public class ShipPathFollower : MonoBehaviour
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{
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public float speed = 10f;
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public float minSpeed = 1f;
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public float maxSpeed = 20f;
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public float frictionForce = 0.1f;
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public float gravityForce = 1f;
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public float slopeRange = 60f;
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SplineFollower follower;
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public AnimationCurve speedGain;
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public AnimationCurve speedLoss;
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public float brakeSpeed = 0f;
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public float brakeReleaseSpeed = 0f;
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private float brakeTime = 0f;
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private float brakeForce = 0f;
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private float addForce = 0f;
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public float soundFadeLength = 0.15f;
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public event UnityAction<float> OnSpeedChange;
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public InputActionReference LeftTrigger;
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public InputActionReference RightTrigger;
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// Use this for initialization
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void Start()
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{
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follower = GetComponent<SplineFollower>();
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKey(KeyCode.W) || RightTrigger.action.inProgress && LeftTrigger.action.inProgress)
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{
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AddForce(1);
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}
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float dot = Vector3.Dot(this.transform.forward, Vector3.down);
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float dotPercent = Mathf.Lerp(-slopeRange / 90f, slopeRange / 90f, (dot + 1f) / 2f);
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speed -= Time.deltaTime * frictionForce * (1f - brakeForce);
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float speedAdd = 0f;
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float speedPercent = Mathf.InverseLerp(minSpeed, maxSpeed, speed);
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if (dotPercent > 0f)
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{
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speedAdd = gravityForce * dotPercent * speedGain.Evaluate(speedPercent) * Time.deltaTime;
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}
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else
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{
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speedAdd = gravityForce * dotPercent * speedLoss.Evaluate(1f - speedPercent) * Time.deltaTime;
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}
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speed += speedAdd * (1f - brakeForce);
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speed = Mathf.Clamp(speed, minSpeed, maxSpeed);
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if (addForce > 0f)
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{
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float lastAdd = addForce;
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addForce = Mathf.MoveTowards(addForce, 0f, Time.deltaTime * 30f);
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speed += lastAdd - addForce;
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}
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follower.followSpeed = speed;
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follower.followSpeed *= (1f - brakeForce);
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if (brakeTime > Time.time) brakeForce = Mathf.MoveTowards(brakeForce, 1f, Time.deltaTime * brakeSpeed);
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else brakeForce = Mathf.MoveTowards(brakeForce, 0f, Time.deltaTime * brakeReleaseSpeed);
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speedPercent = Mathf.Clamp01(speed / maxSpeed) * (1f - brakeForce);
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OnSpeedChange?.Invoke(speed);
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}
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public void AddBrake(float time)
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{
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brakeTime = Time.time + time;
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}
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public void RemoveBrake()
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{
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brakeTime = 0f;
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}
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public void AddForce(float amount)
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{
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addForce = amount;
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addForce *= RightTrigger.action.ReadValue<float>() * LeftTrigger.action.ReadValue<float>();
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}
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}
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