Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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3.2 KiB

using UnityEngine;
using System.Collections;
using WaterSystem;
public class Engine : MonoBehaviour
{
//cache vars
private Rigidbody RB;
public Vector3 vel;
public AudioSource engineSound;
public AudioSource waterSound;
//engine stats
public float torque = 35f;
public float horsePower = 100f;
public float throttle = 0f;
//cache for the boatcontroller
private BuoyantObject buoyantObject;
//private BoatController boatController;
//cache for the wake generator
//private CreateWake wakeGen;
public Vector3 enginePosition;
private Vector3 engineDir;
void Awake ()
{
//cache rigidbody
RB = gameObject.GetComponent<Rigidbody>();
engineSound.time = Random.Range(0f, engineSound.clip.length);
waterSound.time = Random.Range(0f, waterSound.clip.length);
//cache boat and boat controller
//boatController = gameObject.GetComponent<BoatController>();
//buoyantObject = gameObject.GetComponent<BuoyantObject>();
//cache wakeGenerator
//wakeGen = GameObject.Find ("WakeGenerator").GetComponent<CreateWake> ();
}
void FixedUpdate()
{
vel = RB.velocity;
float velMag = vel.sqrMagnitude;
engineSound.pitch = Mathf.Max(velMag * 0.015f, 0.3f);
RB.AddForce(Vector3.up * (Mathf.Abs(Vector3.Dot(vel, transform.forward)) * velMag), ForceMode.Force);
// if(throttle > 0f)
// {
// if(transform.TransformPoint(enginePosition).y < 0.5f)
// {
// Vector3 forward = transform.forward + transform.TransformDirection(engineDir * 0.15f);
// forward.Normalize();
// RB.AddForceAtPosition(((forward * horsePower) * throttle), transform.TransformPoint(enginePosition), ForceMode.Acceleration);
// }
// throttle -= Time.fixedDeltaTime;
// }
// else
// {
// throttle = 0f;
// }
// if(engineDir.x > 0.1f)
// engineDir.x -= Time.fixedDeltaTime;
// else if(engineDir.x < -0.1f)
// engineDir.x += Time.fixedDeltaTime;
// else
// engineDir.x = 0f;
}
public void Accel(float modifier)
{
//if(buoyantObject.percentSubmerged > 0.05f)
Vector3 forward = transform.forward;
forward.y = 0f;
forward.Normalize();
RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration);
RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
// if(throttle < 1f)
// throttle += modifier;
// if(throttle > 1f)
// throttle = 1f;
}
public void TurnLeft(float modifier)
{
//if(buoyantObject.percentSubmerged > 0.05f)
RB.AddRelativeTorque (new Vector3 (0f, -torque, torque * 0.5f) * modifier * 500f, ForceMode.Acceleration);
// if(engineDir.x < 1f)
// engineDir.x += modifier;
// if(engineDir.x > 1f)
// engineDir.x = 1f;
}
public void TurnRight(float modifier)
{
//if(buoyantObject.percentSubmerged > 0.05f)
RB.AddRelativeTorque (new Vector3 (0f, torque, -torque * 0.5f) * modifier * 500f, ForceMode.Acceleration);
// if(engineDir.x > -1f)
// engineDir.x -= modifier;
// if(engineDir.x < -1f)
// engineDir.x = -1f;
}
void OnDrawGizmosSelected ()
{
Gizmos.color = Color.green;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube (enginePosition, new Vector3(0.1f, 0.2f, 0.3f));
}
}