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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using System.Collections;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Physics.Extensions;
using Unity.Transforms;
using UnityEngine;
[UpdateAfter(typeof(ApplyBuoyancyForceSystem))]
public class DriveSystem : JobComponentSystem
{
InputControls controls;
float throttle;
float steering;
protected override void OnCreate()
{
controls = new InputControls();
controls.BoatControls.Trottle.performed += context => throttle = context.ReadValue<float>();
controls.BoatControls.Trottle.canceled += context => throttle = 0f;
controls.BoatControls.Steering.performed += context => steering = context.ReadValue<float>();
controls.BoatControls.Steering.canceled += context => steering = 0f;
controls.BoatControls.Enable();
base.OnCreate();
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
var job = new DriveWithInputJob()
{
dt = Time.deltaTime,
throttle = throttle,
steering = steering
};
return job.Schedule(this, inputDeps);
}
[BurstCompile]
[RequireComponentTag(typeof(MoveWithInputTag))]
public struct DriveWithInputJob : IJobForEachWithEntity<Translation, Rotation, PhysicsVelocity, PhysicsMass, DrivingData>
{
public float dt;
public float throttle;
public float steering;
public void Execute(Entity entity, int index, ref Translation pos, ref Rotation rot, ref PhysicsVelocity vel, ref PhysicsMass mass, ref DrivingData data)
{
float velMag = math.dot(vel.Linear, vel.Linear);
var wp = pos.Value + data.engineOffset;
//if (wp.y <= -0.1f) // if the engine is deeper than 0.1
//{
//accel
throttle = Mathf.Clamp(throttle, 0f, 1f); // clamp for reasonable values
float3 forward = math.forward(rot.Value);
forward.y = 0f;
forward = math.normalize(forward);
var force = (forward * throttle * data.horsePower) / mass.InverseMass; //divide by iMass to counteract mass in impulse method
var torque = (throttle * new float3(-1, 0, 0)) / mass.InverseInertia;
ComponentExtensions.ApplyLinearImpulse(ref vel, mass, force * dt);
ComponentExtensions.ApplyAngularImpulse(ref vel, mass, torque * dt);
//RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
//RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
//Turning
steering = Mathf.Clamp(steering, -1f, 1f); // clamp for reasonable values
var sTorque = new float3(0f, data.torque, -data.torque * .5f) * steering / mass.InverseInertia;
ComponentExtensions.ApplyAngularImpulse(ref vel, mass, sTorque * dt);
//Debug.Log(string.Format("Force: {0}, Torque: {1} Throttle: {2}", force, sTorque, throttle));
//RB.AddRelativeTorque(new Vector3(0f, torque, -torque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
//}
}
}
}