优化实践教程示例项目
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using System;
using UnityEngine;
using Unity.Collections;
using Unity.Mathematics;
using WaterSystem;
namespace BoatAttack
{
public class Engine : MonoBehaviour
{
[NonSerialized] public Rigidbody RB; // The rigid body attatched to the boat
[NonSerialized] 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;
private 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);
}
private 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 Accelerate(float modifier)
{
if (_yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, 0f, 1f); // clamp for reasonable values
var forward = RB.transform.forward;
forward.y = 0f;
forward.Normalize();
RB.AddForce(horsePower * modifier * forward, 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
private 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
}
}
}