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using System.Xml.Schema;
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using System;
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using System.Threading;
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2022-09-24 14:21:41 +02:00
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using System.Numerics;
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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 Quaternion = UnityEngine.Quaternion;
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using Vector3 = UnityEngine.Vector3;
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public class CarController : MonoBehaviour
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{
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public float speed {get; set;}
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private float rotation;
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public float MaxLeftSteer = -45;
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public float MaxRightSteer = 45;
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public float MaxForwardSpeed = 1024;
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public float MaxBackwardSpeed = -16;
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public float EngineBreakPower = 2f;
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public float Acceleration = 1;
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public float BreakForce = 10;
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public float SteerStraighteningPower = 2f;
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public float AbruptBreak =2;
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//Variablen gegen Saltos
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public LayerMask layerMask;
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public Transform groundCheck;
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//Variablen für explosionen
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public GameObject boom;
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public Rigidbody car;
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public Transform spawnPoint;
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private bool playerExplosion = false;
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private bool exploding = false;
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// Start is called before the first frame update
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void Start()
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{
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speed = 0;
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rotation = 0;
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}
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void OnCollisionEnter(Collision collision)
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{
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if (collision.relativeVelocity.magnitude > 5)
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exploding = true;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (OnGround())
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{
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Drive();
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}
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if ((Input.GetAxis("Fire1") != 0 && playerExplosion == false) || (exploding && playerExplosion == false)) {
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StartCoroutine(Explode());
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}
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}
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IEnumerator Explode()
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{
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playerExplosion = true;
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GameObject currentBoom = Instantiate(boom, transform.position, Quaternion.identity);
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car.velocity.Set(0,0,0);
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yield return new WaitForSeconds(0.5f);
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exploding = false;
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transform.position = spawnPoint.position;
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transform.rotation = spawnPoint.rotation;
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speed = 0;
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playerExplosion = false;
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Destroy(currentBoom);
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}
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bool OnGround()
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{
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return Physics.CheckSphere(groundCheck.position, 1f, layerMask);
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}
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void Drive()
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{
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float InRot = Input.GetAxis("Horizontal");
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float InSp = Input.GetAxis("Vertical");
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// Steering
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if(InRot==0)
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{
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if(speed!=0)
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{
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rotation -= rotation*SteerStraighteningPower*Time.deltaTime;
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}
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}
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else
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{
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if((rotation>0 && InRot<0)||(rotation<0 && InRot>0))
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rotation=0;
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rotation += InRot;
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}
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rotation -= InRot*Time.deltaTime;
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if(Input.GetAxis("Jump")>0) //Breaking
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{
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if(speed>0)
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{
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speed -= BreakForce*Time.deltaTime;
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speed = Mathf.Clamp(speed, 0, MaxForwardSpeed);
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}
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else
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{
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speed += BreakForce*Time.deltaTime;
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speed = Mathf.Clamp(speed, MaxBackwardSpeed, 0);
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}
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if(Mathf.Abs(speed)<AbruptBreak)
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speed = 0;
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}
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else if(InSp == 0) //Engine Breaking
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{
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if(speed>0)
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{
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speed -= speed*EngineBreakPower*Time.deltaTime;
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speed = Mathf.Clamp(speed, 0, MaxForwardSpeed);
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}
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else
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{
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speed -= speed*EngineBreakPower*Time.deltaTime;
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speed = Mathf.Clamp(speed, MaxBackwardSpeed, 0);
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}
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}
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else if(InSp>0) // Acceleration
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{
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speed += Acceleration;
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}
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else if(InSp<0)
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{
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speed -= Acceleration;
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}
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if(Mathf.Abs(speed)<0.1f) // Abrupt break
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speed=0;
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if(Mathf.Abs(rotation)<0.1f) // Abrupt straightening
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rotation=0;
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// Max values
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rotation = Mathf.Clamp(rotation, MaxLeftSteer, MaxRightSteer);
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speed = Mathf.Clamp(speed, MaxBackwardSpeed, MaxForwardSpeed);
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if(speed>0) //Moving and rotating the car
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{
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transform.Translate(UnityEngine.Vector3.forward * Mathf.Sqrt(speed) * Time.deltaTime);
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transform.Rotate(0f,rotation*Time.deltaTime,0f);
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}
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else if (speed<0)
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{
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transform.Translate(UnityEngine.Vector3.back * Mathf.Sqrt(-speed) * Time.deltaTime);
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transform.Rotate(0f,-rotation*Time.deltaTime,0f);
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}
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}
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}
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