4
0
This repository has been archived on 2023-09-23. You can view files and clone it, but cannot push or open issues or pull requests.
TremendousTaxi/game/Assets/CarControl.cs

109 lines
2.2 KiB
C#

using System.Xml.Schema;
using System;
using System.Numerics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarControls : MonoBehaviour
{
private float speed;
private float rotation;
public float MaxLeftSteer = -45;
public float MaxRightSteer = 45;
public float MaxForwardSpeed = 1024;
public float MaxBackwardSpeed = -16;
public float EngineBreakPower = 2f;
public float Acceleration = 1;
public float BreakForce = 10;
public float SteerStraighteningPower = 2f;
// Start is called before the first frame update
void Start()
{
speed = 0;
rotation = 0;
}
// Update is called once per frame
void Update()
{
float InRot = Input.GetAxis("Horizontal");
float InSp = Input.GetAxis("Vertical");
if(InRot==0)
{
if(speed!=0)
{
rotation -= rotation*SteerStraighteningPower*Time.deltaTime;
}
}
else
{
if((rotation>0 && InRot<0)||(rotation<0 && InRot>0))
rotation=0;
rotation += InRot;
}
rotation -= 0.1f*InRot*Time.deltaTime;
if(Input.GetAxis("Jump")>0)
{
if(speed>0)
{
speed -= BreakForce*Time.deltaTime;
speed = Mathf.Clamp(speed, 0, MaxForwardSpeed);
}
else
{
speed += BreakForce*Time.deltaTime;
speed = Mathf.Clamp(speed, MaxBackwardSpeed, 0);
}
if(Mathf.Abs(speed)<2f)
speed = 0;
}
else if(InSp == 0)
{
if(speed>0)
{
speed -= speed*EngineBreakPower*Time.deltaTime;
speed = Mathf.Clamp(speed, 0, MaxForwardSpeed);
}
else
{
speed -= speed*EngineBreakPower*Time.deltaTime;
speed = Mathf.Clamp(speed, MaxBackwardSpeed, 0);
}
}
else if(InSp>0)
{
speed += Acceleration;
}
else if(InSp<0)
{
speed -= Acceleration;
}
if(Mathf.Abs(speed)<0.1f)
speed=0;
if(Mathf.Abs(rotation)<0.1f)
rotation=0;
rotation = Mathf.Clamp(rotation, MaxLeftSteer, MaxRightSteer);
speed = Mathf.Clamp(speed, MaxBackwardSpeed, MaxForwardSpeed);
if(speed>0)
{
transform.Translate(UnityEngine.Vector3.forward * Mathf.Sqrt(speed) * Time.deltaTime);
transform.Rotate(0f,rotation*Time.deltaTime,0f);
}
else if (speed<0)
{
transform.Translate(UnityEngine.Vector3.back * Mathf.Sqrt(-speed) * Time.deltaTime);
transform.Rotate(0f,-rotation*Time.deltaTime,0f);
}
}
}