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118 行
4.1 KiB
118 行
4.1 KiB
using UnityEngine;
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using System.Collections;
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using WaterSystem;
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using Unity.Mathematics;
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using Unity.Entities;
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namespace BoatAttack.Boat
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{
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public class Engine : MonoBehaviour
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{
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public Rigidbody RB; // The rigid body attatched to the boat
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public Vector3 vel; // Boats velocity
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public AudioSource engineSound; // Engine sound clip
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public AudioSource waterSound; // Water sound clip
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//engine stats
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public float steeringTorque = 5f;
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public float upwardTorque = 5f;
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public float horsePower = 18f;
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private float3[] point = new float3[1]; // engine submerged check
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private float3[] heights = new float3[1]; // engine submerged check
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private int _guid;
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private float yHeight;
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public Vector3 enginePosition;
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private Vector3 engineDir;
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void Awake()
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{
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if(engineSound)
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engineSound.time = UnityEngine.Random.Range(0f, engineSound.clip.length); // randomly start the engine sound
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if(waterSound)
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waterSound.time = UnityEngine.Random.Range(0f, waterSound.clip.length); // randomly start the water sound
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_guid = GetInstanceID(); // Get the engines GUID for the buoyancy system
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}
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void FixedUpdate()
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{
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vel = RB.velocity; // store the velocity
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float velMag = vel.sqrMagnitude; // get the sqr mag
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engineSound.pitch = Mathf.Max(velMag * 0.01f, 0.3f); // use some magice numbers to control the pitch of the engine sound
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// Get the water level from the engines position and store it
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point[0] = transform.TransformPoint(enginePosition);
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GerstnerWavesJobs.UpdateSamplePoints(point, _guid, false);
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GerstnerWavesJobs.GetData(_guid, ref heights);
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yHeight = heights[0].y - point[0].y;
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}
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/// <summary>
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/// Controls the acceleration of the boat
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/// </summary>
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/// <param name="modifier">Acceleration modifier, adds force in the 0-1 range</param>
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public void Accel(float modifier)
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{
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if (yHeight > -0.1f) // if the engine is deeper than 0.1
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{
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modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
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Vector3 forward = transform.forward;
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forward.y = 0f;
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forward.Normalize();
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RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
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RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
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}
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}
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/// <summary>
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/// Controls the turning of the boat
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/// </summary>
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/// <param name="modifier">Steering modifier, positive for right, negative for negative</param>
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public void Turn(float modifier)
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{
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if (yHeight > -0.1f) // if the engine is deeper than 0.1
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{
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modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values
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RB.AddRelativeTorque(new Vector3(0f, steeringTorque, -steeringTorque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
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}
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}
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// Draw some helper gizmos
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void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.green;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawCube(enginePosition, new Vector3(0.1f, 0.2f, 0.3f)); // Draw teh engine position with sphere
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}
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//Called by parent BuoyantObject_DOTS
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public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
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{
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//Set up driving data
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bool isHuman = GetComponent<BoatController>().Human;
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if (!isHuman)
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AIController_DOTS.Register(entity, transform.position);
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var driveData = new DrivingData
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{
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steeringTorque = steeringTorque,
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upwardTorque = upwardTorque,
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horsePower = horsePower,
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engineOffset = enginePosition
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};
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dstManager.AddComponentData(entity, driveData);
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var inputData = new InputData
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{
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isHuman = isHuman
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};
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dstManager.AddComponentData(entity, inputData);
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}
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}
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}
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