您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
107 行
4.0 KiB
107 行
4.0 KiB
using System;
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
using Unity.Collections;
|
|
using WaterSystem;
|
|
using Unity.Mathematics;
|
|
|
|
namespace BoatAttack.Boat
|
|
{
|
|
public class Engine : MonoBehaviour
|
|
{
|
|
public Rigidbody RB; // The rigid body attatched to the boat
|
|
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<float3> 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;
|
|
|
|
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<float3>(1, Allocator.Persistent);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Controls the acceleration of the boat
|
|
/// </summary>
|
|
/// <param name="modifier">Acceleration modifier, adds force in the 0-1 range</param>
|
|
public void Accel(float modifier)
|
|
{
|
|
if (yHeight > -0.1f) // if the engine is deeper than 0.1
|
|
{
|
|
modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
|
|
Vector3 forward = RB.transform.forward;
|
|
forward.y = 0f;
|
|
forward.Normalize();
|
|
RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
|
|
RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Controls the turning of the boat
|
|
/// </summary>
|
|
/// <param name="modifier">Steering modifier, positive for right, negative for negative</param>
|
|
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
|
|
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
|
|
}
|
|
}
|
|
}
|