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
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
var job = new DriveWithInputJob()
{
dt = Time.deltaTime,
};
return job.Schedule(this, inputDeps);
}
[BurstCompile]
public struct DriveWithInputJob : IJobForEachWithEntity<Translation, Rotation, PhysicsVelocity, PhysicsMass, DrivingData, InputData>
{
public float dt;
public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref PhysicsVelocity vel, [ReadOnly] ref PhysicsMass mass, ref DrivingData driveData, ref InputData inputData)
{
float velMag = math.dot(vel.Linear, vel.Linear);
var entityTransform = new RigidTransform(rot.Value, pos.Value);
var wp = math.transform(entityTransform, driveData.engineOffset);// + mass.CenterOfMass);
//if (wp.y <= -0.1f) // if the engine is deeper than 0.1
//{
inputData.throttle = Mathf.Clamp(inputData.throttle, 0f, 1f); // clamp for reasonable values
float3 forward = math.forward(rot.Value);
forward.y = 0f;
forward = math.normalize(forward);
//accel
var force = (forward * inputData.throttle * driveData.horsePower) / mass.InverseMass; //divide by iMass to counteract mass in impulse method
float3 up = math.mul(rot.Value, math.up());
vel.ApplyLinearImpulse(mass, force * dt);
//Lift the nose up
var upTorque = (inputData.throttle * new float3(-1, 0, 0) * driveData.upwardTorque) / mass.InverseInertia;
vel.ApplyAngularImpulse(mass, upTorque * dt);
//Turning
// var torque = (data.throttle * new float3(-1, 0, 0)) / mass.InverseInertia;
inputData.steering = Mathf.Clamp(inputData.steering, -1f, 1f); // clamp for reasonable values
var sTorque = new float3(0f, driveData.steeringTorque, -driveData.steeringTorque * .5f) * inputData.steering / mass.InverseInertia;
vel.ApplyAngularImpulse(mass, sTorque * dt);
//}
}
}
}