using System; using UnityEngine; using Unity.Collections; using Unity.Mathematics; using WaterSystem; namespace BoatAttack { public class Engine : MonoBehaviour { [NonSerialized] public Rigidbody RB; // The rigid body attatched to the boat [NonSerialized] public float VelocityMag; // Boats velocity public AudioSource engineSound; // Engine sound clip public AudioSource waterSound; // Water sound clip //engine stats public float steeringTorque = 5f; public float horsePower = 18f; private NativeArray _point; // engine submerged check private float3[] _heights = new float3[1]; // engine submerged check private float3[] _normals = new float3[1]; // engine submerged check private int _guid; private float _yHeight; public Vector3 enginePosition; private Vector3 _engineDir; private float _turnVel; private float _currentAngle; private void Awake() { if(engineSound) engineSound.time = UnityEngine.Random.Range(0f, engineSound.clip.length); // randomly start the engine sound if(waterSound) waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound _guid = GetInstanceID(); // Get the engines GUID for the buoyancy system _point = new NativeArray(1, Allocator.Persistent); } private void FixedUpdate() { VelocityMag = RB.velocity.sqrMagnitude; // get the sqr mag engineSound.pitch = Mathf.Max(VelocityMag * 0.01f, 0.3f); // use some magice numbers to control the pitch of the engine sound // Get the water level from the engines position and store it _point[0] = transform.TransformPoint(enginePosition); GerstnerWavesJobs.UpdateSamplePoints(ref _point, _guid); GerstnerWavesJobs.GetData(_guid, ref _heights, ref _normals); _yHeight = _heights[0].y - _point[0].y; } private void OnDisable() { _point.Dispose(); } /// /// Controls the acceleration of the boat /// /// Acceleration modifier, adds force in the 0-1 range public void Accelerate(float modifier) { if (_yHeight > -0.1f) // if the engine is deeper than 0.1 { modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values var forward = RB.transform.forward; forward.y = 0f; forward.Normalize(); RB.AddForce(horsePower * modifier * forward, ForceMode.Acceleration); // add force forward based on input and horsepower RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration); } } /// /// Controls the turning of the boat /// /// Steering modifier, positive for right, negative for negative public void Turn(float modifier) { if (_yHeight > -0.1f) // if the engine is deeper than 0.1 { modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values RB.AddRelativeTorque(new Vector3(0f, steeringTorque, -steeringTorque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount } _currentAngle = Mathf.SmoothDampAngle(_currentAngle, 60f * -modifier, ref _turnVel, 0.5f, 10f, Time.fixedTime); transform.localEulerAngles = new Vector3(0f, _currentAngle, 0f); } // Draw some helper gizmos private void OnDrawGizmosSelected() { Gizmos.color = Color.green; Gizmos.matrix = transform.localToWorldMatrix; Gizmos.DrawCube(enginePosition, new Vector3(0.1f, 0.2f, 0.3f)); // Draw teh engine position with sphere } } }