Commit b369d11d authored by Abdulrahman Mohammed's avatar Abdulrahman Mohammed

Add car with Energys

parents
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# Auto-generated scenes by play mode tests
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
[RequireComponent(typeof(AudioSource))]
public class TinyCarAudio : MonoBehaviour
{
public TinyCarController carController;
[Header("Engine audio")]
[Tooltip("Looping engine sound clip.")]
public AudioClip engineSoundClip;
[Tooltip("The pitch of the engine relative to the speed delta of the car. The speed delta is calculated by dividing the current speed by the max speed.")]
public AnimationCurve enginePitchOverSpeed = new AnimationCurve(new Keyframe(0, 0.25f), new Keyframe(1, 1));
[Header("Brakes and drifting audio")]
[Tooltip("Looping braking sound clip.")]
public AudioClip brakeSoundClip;
[Tooltip("The volume of the brake sound relative to the speed delta of the car. The speed delta is calculated by dividing the current speed by the max speed.")]
public AnimationCurve driftOverSpeed = new AnimationCurve(new Keyframe(0.25f, 0), new Keyframe(0.75f, 1));
[Header("Bumping audio")]
[Tooltip("Collision (bumping) sound clip.")]
public AudioClip bumpSound;
[Tooltip("The volume multiplier of the collision sound relative to the mass of the object the car collided with.")]
public AnimationCurve bumpOverMass = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1));
[Tooltip("The minimum relative velocity at which to play the collision sound.")]
public float bumpMinForce = 2;
[Tooltip("The maximum relative velocity at which to play the collision sound. Velocities over this number will still play the sound but clamp the volume to 1.")]
public float bumpMaxForce = 10;
[Header("Grinding audio")]
[Tooltip("Looping wall grinding sound clip.")]
public AudioClip grindingSound;
[Tooltip("Whether to only play the grinding sound on static objects or on all objects, static or dynamic.")]
public bool onlyGrindOnStatic = true;
[Tooltip("The minimum relative velocity at which to play the grinding sound.")]
public float grindMinForce = 0f;
[Tooltip("The maximum relative velocity at which to play the grinding sound. Velocities over this number will still play the sound but clamp the volume to 1.")]
public float grindMaxForce = 2f;
[Tooltip("How much smoothing to apply to the change in volume of the grinding sound.")]
public float grindSmoothing = 5f;
[Header("Landing audio")]
[Tooltip("Car landing sound clip.")]
public AudioClip landingSound;
[Tooltip("The minimum relative velocity at which to play the landing sound.")]
public float landingMinForce = 1f;
[Tooltip("The maximum relative velocity at which to play the landing sound. Velocities over this number will still play the sound but clamp the volume to 1.")]
public float landingMaxForce = 2f;
private AudioSource audioSourceTemplate;
private AudioSource sourceEngine;
private AudioSource sourceBrake;
private AudioSource sourceGrinding;
private AudioSource sourceBump;
private AudioSource sourceLanding;
void Start()
{
audioSourceTemplate = GetComponent<AudioSource>();
sourceEngine = carController.gameObject.AddComponent<AudioSource>();
setAudioSourceFromTemplate(ref sourceEngine, audioSourceTemplate);
sourceEngine.playOnAwake = false;
sourceEngine.loop = true;
sourceEngine.clip = engineSoundClip;
sourceEngine.volume = 1;
sourceEngine.Play();
sourceBrake = carController.gameObject.AddComponent<AudioSource>();
setAudioSourceFromTemplate(ref sourceBrake, audioSourceTemplate);
sourceBrake.playOnAwake = false;
sourceBrake.loop = true;
sourceBrake.clip = brakeSoundClip;
sourceBrake.volume = 0;
sourceBrake.Play();
sourceGrinding = carController.gameObject.AddComponent<AudioSource>();
setAudioSourceFromTemplate(ref sourceGrinding, audioSourceTemplate);
sourceGrinding.playOnAwake = false;
sourceGrinding.loop = true;
sourceGrinding.clip = grindingSound;
sourceGrinding.volume = 0;
sourceGrinding.Play();
sourceBump = carController.gameObject.AddComponent<AudioSource>();
setAudioSourceFromTemplate(ref sourceBump, audioSourceTemplate);
sourceBump.playOnAwake = false;
sourceBump.loop = false;
sourceBump.clip = bumpSound;
sourceLanding = carController.gameObject.AddComponent<AudioSource>();
setAudioSourceFromTemplate(ref sourceLanding, audioSourceTemplate);
sourceLanding.playOnAwake = false;
sourceLanding.loop = false;
sourceLanding.clip = bumpSound;
}
void Update()
{
setAudioSourceFromTemplate(ref sourceEngine, audioSourceTemplate);
setAudioSourceFromTemplate(ref sourceBrake, audioSourceTemplate);
setAudioSourceFromTemplate(ref sourceGrinding, audioSourceTemplate);
setAudioSourceFromTemplate(ref sourceBump, audioSourceTemplate);
setAudioSourceFromTemplate(ref sourceLanding, audioSourceTemplate);
if (!sourceEngine.isPlaying && sourceEngine.isActiveAndEnabled) sourceEngine.Play();
if (!sourceBrake.isPlaying && sourceBrake.isActiveAndEnabled) sourceBrake.Play();
if (!sourceGrinding.isPlaying && sourceGrinding.isActiveAndEnabled) sourceGrinding.Play();
float speedDelta = Mathf.Clamp01(Mathf.Abs(carController.getForwardVelocity() / carController.getMaxSpeed()));
sourceEngine.pitch = enginePitchOverSpeed.Evaluate(speedDelta);
float driftDelta = Mathf.Clamp01(Mathf.Abs(carController.getLateralVelocity() / carController.getMaxSpeed()));
float brakeDelta = (carController.isBraking() ? 1 : 0) * speedDelta;
sourceBrake.volume = Mathf.Clamp01(getDriftVolume(brakeDelta) + getDriftVolume(driftDelta));
if (carController.hasHitSide())
{
float bumpMassValue = bumpOverMass.Evaluate(carController.getSideHitMass());
float bumpForceValue = Mathf.Lerp(bumpMinForce, bumpMaxForce, carController.getSideHitForce());
float bumpVolume = bumpMassValue * bumpForceValue;
if (bumpVolume > 0)
{
sourceBump.volume = bumpVolume;
sourceBump.Play();
}
}
float grindVolume = 0;
if (carController.isHittingSide(onlyGrindOnStatic))
{
grindVolume = Mathf.Clamp01((carController.getSideHitForce() - grindMinForce) / (grindMaxForce - grindMinForce));
}
sourceGrinding.volume = Mathf.Lerp(sourceGrinding.volume, grindVolume, Time.deltaTime * grindSmoothing);
if (carController.hasHitGround(landingMinForce))
{
float landingVolume = Mathf.Clamp01((carController.getGroundHitForce() - landingMinForce) / (landingMaxForce - landingMinForce));
sourceLanding.volume = landingVolume;
sourceLanding.Play();
}
}
private float getDriftVolume(float driftDelta)
{
return driftOverSpeed.Evaluate(driftDelta);
}
private void setAudioSourceFromTemplate(ref AudioSource source, AudioSource template)
{
source.bypassEffects = template.bypassEffects;
source.bypassListenerEffects = template.bypassListenerEffects;
source.bypassReverbZones = template.bypassReverbZones;
source.dopplerLevel = template.dopplerLevel;
source.maxDistance = template.maxDistance;
source.minDistance = template.minDistance;
source.outputAudioMixerGroup = template.outputAudioMixerGroup;
source.panStereo = template.panStereo;
source.pitch = template.pitch;
source.priority = template.priority;
source.reverbZoneMix = template.reverbZoneMix;
source.rolloffMode = template.rolloffMode;
source.spatialBlend = template.spatialBlend;
source.spread = template.spread;
source.velocityUpdateMode = template.velocityUpdateMode;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
public class TinyCarCamera : MonoBehaviour
{
public enum CAMERA_MODE
{
TopDown, ThirdPerson
}
[Tooltip("Which Transform the camera should track.")]
public Transform whatToFollow;
[Tooltip("Top Down: Only change the camera's position, keep rotation fixed.\nThird Person: Change both the position and rotation relative to the vehicle.")]
public CAMERA_MODE viewMode = CAMERA_MODE.TopDown;
[Header("Top Down parameters")]
[Tooltip("Distance of the camera from the target.")]
public float topDownDistance = 50;
[Tooltip("Rotation of the camera.")]
public Vector3 topDownAngle = new Vector3(60, 0, 0);
[Tooltip("Smoothing of the camera's rotation. The lower the value, the smoother the rotation. Set to 0 to disable smoothing.")]
public float topDownInterpolation = 10;
[Header("Third Person parameters")]
[Tooltip("Position of the camera relative to the target.")]
public Vector3 thirdPersonOffset = new Vector3(0, 2, -10);
[Tooltip("Rotation of the camera relative to the target.")]
public Vector3 thirdPersonAngle = new Vector3(15, 0, 0);
[Tooltip("The minimum distance to keep when an obstacle is in the way of the camera.")]
public float thirdPersonSkinWidth = 0.1f;
[Tooltip("Smoothing of the camera's rotation. The lower the value, the smoother the rotation. Set to 0 to disable smoothing.")]
public float thirdPersonInterpolation = 10;
private void Start()
{
}
void FixedUpdate()
{
Vector3 followPosition = whatToFollow.position;
Quaternion followRotation = whatToFollow.rotation;
Vector3 targetPosition = transform.position;
Quaternion targetRotation = transform.rotation;
float deltaTime = Time.fixedDeltaTime;
switch (viewMode)
{
case CAMERA_MODE.ThirdPerson:
Vector3 rotationEuler = thirdPersonAngle + Vector3.up * followRotation.eulerAngles.y;
targetPosition = followPosition;
targetRotation = Quaternion.Lerp(targetRotation, Quaternion.Euler(rotationEuler), Mathf.Clamp01(thirdPersonInterpolation <= 0 ? 1 : thirdPersonInterpolation * deltaTime));
Vector3 forwardDirection = targetRotation * Vector3.forward;
Vector3 rightDirection = targetRotation * Vector3.right;
Vector3 directionVector = forwardDirection * thirdPersonOffset.z + Vector3.up * thirdPersonOffset.y + rightDirection * thirdPersonOffset.x;
Vector3 directionVectorNormal = directionVector.normalized;
float directionMagnitude = directionVector.magnitude;
Vector3 cameraWorldDirection = directionVectorNormal;
Vector3 startCast = followPosition;
RaycastHit hit;
if (Physics.Raycast(startCast, cameraWorldDirection, out hit, directionMagnitude))
{
targetPosition = followPosition + directionVectorNormal * Mathf.Max(thirdPersonSkinWidth, hit.distance - thirdPersonSkinWidth);
}
else
{
targetPosition = directionVector + followPosition;
}
break;
case CAMERA_MODE.TopDown:
targetRotation = Quaternion.Euler(topDownAngle);
//transform.position = followPosition + transform.rotation * Vector3.back * topDownDistance;
targetPosition = Vector3.Lerp(targetPosition, followPosition + targetRotation * Vector3.back * topDownDistance, Mathf.Clamp01(topDownInterpolation <= 0 ? 1 : topDownInterpolation * deltaTime));
break;
}
transform.position = targetPosition;
transform.rotation = targetRotation;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
public class TinyCarExplosiveBody : MonoBehaviour
{
public class OriginalPosition
{
public Transform transform;
public Vector3 position;
public Quaternion rotation;
public OriginalPosition(Transform t)
{
transform = t;
position = t.localPosition;
rotation = t.localRotation;
}
public void restore()
{
transform.localRotation = rotation;
transform.localPosition = position;
}
}
[Tooltip("The car controller. Will be disabled when the explosion occurs.")]
public TinyCarController carController;
[Tooltip("The car visuals. Will be disabled when the explosion occurs.")]
public GameObject visuals;
[Tooltip("Object that contains the car parts that will fly off when exploding.")]
public GameObject partsContainer;
[Tooltip("The transform at which the car will respawn.")]
public Transform spawnPoint;
[Tooltip("The speed at which the parts of the car will fly off when exploding.")]
public float explosionForce = 30f;
[Tooltip("The angular speed at which the parts of the car will fly off when exploding.")]
public float explosionTorque = 30f;
private List<OriginalPosition> originalPositions;
private List<Rigidbody> carParts;
private bool exploded = false;
void Start()
{
originalPositions = new List<OriginalPosition>();
carParts = new List<Rigidbody>(partsContainer.GetComponentsInChildren<Rigidbody>());
foreach (Rigidbody b in carParts)
{
originalPositions.Add(new OriginalPosition(b.transform));
}
partsContainer.SetActive(false);
}
void Update()
{
}
public bool hasExploded()
{
return exploded;
}
public void explode()
{
exploded = true;
carController.clearVelocity();
visuals.SetActive(false);
partsContainer.SetActive(true);
partsContainer.transform.position = carController.transform.position;
partsContainer.transform.rotation = carController.transform.rotation;
carController.gameObject.SetActive(false);
foreach (Rigidbody body in carParts)
{
Vector3 forceVector = Random.onUnitSphere;
forceVector.y = Mathf.Abs(forceVector.y) * 2;
forceVector.Normalize();
Vector3 torqueVector = Random.onUnitSphere;
body.AddForce(forceVector * explosionForce, ForceMode.Impulse);
body.AddTorque(torqueVector * explosionTorque);
}
}
public void restore()
{
foreach (OriginalPosition op in originalPositions)
{
op.restore();
}
visuals.SetActive(true);
partsContainer.SetActive(false);
carController.transform.position = spawnPoint.position;
carController.transform.rotation = spawnPoint.rotation;
carController.gameObject.SetActive(true);
exploded = false;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace DavidJalbert
{
public class TinyCarMobileInput : MonoBehaviour
{
public TinyCarController carController;
[Tooltip("Whether the mouse can be used as input for the on-screen controls.")]
public bool simulateTouchWithMouse = true;
[Tooltip("For how long the boost should last in seconds.")]
public float boostDuration = 1;
[Tooltip("How long to wait after a boost has been used before it can be used again, in seconds.")]
public float boostCoolOff = 0;
[Tooltip("The value by which to multiply the speed and acceleration of the car when a boost is used.")]
public float boostMultiplier = 2;
[Tooltip("The color of the UI element when idle.")]
public Color colorIdle = new Color(1f, 1f, 1f, 0.5f);
[Tooltip("The color of the UI element when touched.")]
public Color colorTouched = new Color(1f, 1f, 1f, 1f);
[Tooltip("The UI graphic container for the steering wheel.")]
public RectTransform steeringWheel;
[Tooltip("The UI area of the steering wheel that will be checked for touches.")]
public RectTransform steeringWheelTouchArea;
[Tooltip("The value by which to multiply the value of the steering. Useful if you want to clamp the steering to its min/max value.")]
public float steeringWheelMultiplier = 2f;
[Tooltip("The UI graphic container and touch area for the gas pedal.")]
public RectTransform gasPedal;
[Tooltip("The UI graphic container and touch area for the brake pedal.")]
public RectTransform brakePedal;
[Tooltip("The UI graphic container and touch area for the boost button.")]
public RectTransform boostButton;
private GraphicRaycaster raycaster;
private Graphic steeringWheelGraphic;
private Graphic gasPedalGraphic;
private Graphic brakePedalGraphic;
private Graphic boostButtonGraphic;
private float boostTimer = 0;
void Start()
{
raycaster = GetComponent<GraphicRaycaster>();
if (raycaster == null)
{
raycaster = gameObject.AddComponent<GraphicRaycaster>();
}
steeringWheelGraphic = steeringWheel.GetComponentInChildren<Graphic>();
gasPedalGraphic = gasPedal.GetComponentInChildren<Graphic>();
brakePedalGraphic = brakePedal.GetComponentInChildren<Graphic>();
boostButtonGraphic = boostButton.GetComponentInChildren<Graphic>();
}
void Update()
{
bool steeringWheelTouched = false;
float steeringWheelDelta = 0;
bool gasPedalTouched = false;
bool brakePedalTouched = false;
bool boostButtonTouched = false;
List<PointerEventData> pointers = new List<PointerEventData>();
foreach (Touch touch in Input.touches)
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
pointer.position = touch.position;
pointers.Add(pointer);
}
if (simulateTouchWithMouse && Input.GetMouseButton(0))
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
pointer.position = Input.mousePosition;
pointers.Add(pointer);
}
foreach (PointerEventData pointer in pointers)
{
List<RaycastResult> results = new List<RaycastResult>();
raycaster.Raycast(pointer, results);
foreach (RaycastResult result in results)
{
Graphic graphic = result.gameObject.GetComponent<Graphic>();
if (graphic != null)
{
Vector2 uiScreenPosition = RectTransformUtility.PixelAdjustPoint(graphic.transform.position, graphic.transform, graphic.canvas);
Vector2 rayScreenPosition = result.screenPosition;
Vector2 relativePosition = rayScreenPosition - uiScreenPosition;
Vector2 positionDelta = new Vector2(relativePosition.x / (graphic.rectTransform.rect.width * graphic.rectTransform.lossyScale.x), relativePosition.y / (graphic.rectTransform.rect.height * graphic.rectTransform.lossyScale.y)) * 2f;
if (steeringWheelTouchArea != null && result.gameObject == steeringWheelTouchArea.gameObject)
{
steeringWheelTouched = true;
steeringWheelDelta = Mathf.Clamp(positionDelta.x * steeringWheelMultiplier, -1, 1);
}
else if (gasPedal != null && result.gameObject == gasPedal.gameObject)
{
gasPedalTouched = true;
}
else if (brakePedal != null && result.gameObject == brakePedal.gameObject)
{
brakePedalTouched = true;
}
else if (boostButton != null && result.gameObject == boostButton.gameObject)
{
boostButtonTouched = true;
}
}
}
}
if (steeringWheelTouched)
{
if (steeringWheelGraphic != null) steeringWheelGraphic.color = colorTouched;
steeringWheel.localRotation = Quaternion.Euler(0, 0, -steeringWheelDelta * 90);
carController.setSteering(steeringWheelDelta);
}
else
{
if (steeringWheelGraphic != null) steeringWheelGraphic.color = colorIdle;
steeringWheel.localRotation = Quaternion.identity;
}
if (gasPedalTouched)
{
if (gasPedalGraphic != null) gasPedalGraphic.color = colorTouched;
carController.setMotor(1);
}
else
{
if (gasPedalGraphic != null) gasPedalGraphic.color = carController.getMotor() > 0 ? colorTouched : colorIdle;
}
if (brakePedalTouched)
{
if (brakePedalGraphic != null) brakePedalGraphic.color = colorTouched;
carController.setMotor(-1);
}
else
{
if (brakePedalGraphic != null) brakePedalGraphic.color = carController.getMotor() < 0 ? colorTouched : colorIdle;
}
if (boostButtonTouched)
{
if (boostButtonGraphic != null) boostButtonGraphic.color = colorTouched;
if (boostTimer == 0)
{
boostTimer = boostDuration + boostCoolOff;
}
}
else
{
if (boostButtonGraphic != null) boostButtonGraphic.color = colorIdle;
}
if (boostTimer > 0)
{
boostTimer = Mathf.Max(boostTimer - Time.deltaTime, 0);
carController.setBoostMultiplier(boostTimer > boostCoolOff ? boostMultiplier : 1);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
public class TinyCarStandardInput : MonoBehaviour
{
public TinyCarController carController;
public enum InputType
{
None, Axis, RawAxis, Key, Button
}
[System.Serializable]
public struct InputValue
{
[Tooltip("Type of input.")]
public InputType type;
[Tooltip("Name of the input entry.")]
public string name;
[Tooltip("Returns the negative value when using an axis type.")]
public bool invert;
}
[Header("Input")]
[Tooltip("Input type to check to make the vehicle move forward.")]
public InputValue forwardInput = new InputValue() { type = InputType.RawAxis, name = "Vertical", invert = false };
[Tooltip("Input type to check to make the vehicle move backward.")]
public InputValue reverseInput = new InputValue() { type = InputType.RawAxis, name = "Vertical", invert = true };
[Tooltip("Input type to check to make the vehicle turn right.")]
public InputValue steerRightInput = new InputValue() { type = InputType.RawAxis, name = "Horizontal", invert = false };
[Tooltip("Input type to check to make the vehicle turn left.")]
public InputValue steerLeftInput = new InputValue() { type = InputType.RawAxis, name = "Horizontal", invert = true };
[Tooltip("Input type to check to give the vehicle a speed boost.")]
public InputValue boostInput = new InputValue() { type = InputType.Key, name = ((int)KeyCode.LeftShift).ToString(), invert = false };
[Tooltip("For how long the boost should last in seconds.")]
public float boostDuration = 1;
[Tooltip("How long to wait after a boost has been used before it can be used again, in seconds.")]
public float boostCoolOff = 0;
[Tooltip("The value by which to multiply the speed and acceleration of the car when a boost is used.")]
public float boostMultiplier = 2;
private float boostTimer = 0;
void Start()
{
}
void Update()
{
float motorDelta = getInput(forwardInput) - getInput(reverseInput);
float steeringDelta = getInput(steerRightInput) - getInput(steerLeftInput);
if (getInput(boostInput) == 1 && boostTimer == 0)
{
boostTimer = boostCoolOff + boostDuration;
}
else if (boostTimer > 0)
{
boostTimer = Mathf.Max(boostTimer - Time.deltaTime, 0);
carController.setBoostMultiplier(boostTimer > boostCoolOff ? boostMultiplier : 1);
}
carController.setSteering(steeringDelta);
carController.setMotor(motorDelta);
}
public float getInput(InputValue v)
{
float value = 0;
switch (v.type)
{
case InputType.Axis: value = Input.GetAxis(v.name); break;
case InputType.RawAxis: value = Input.GetAxisRaw(v.name); break;
case InputType.Key: value = Input.GetKey((KeyCode)int.Parse(v.name)) ? 1 : 0; break;
case InputType.Button: value = Input.GetButton(v.name) ? 1 : 0; break;
}
if (v.invert) value *= -1;
return Mathf.Clamp01(value);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TinyCarSurface : MonoBehaviour
{
public TinyCarSurfaceParameters parameters;
}
[System.Serializable]
public class TinyCarSurfaceParameters
{
[Tooltip("Name of this surface. Used for debugging.")]
public string name = "";
[Tooltip("Multiplies the amount of steering to apply while touching this object.")]
public float steeringMultiplier = 1f;
[Tooltip("Multiplies the amount of acceleration to apply while touching this object.")]
public float accelerationMultiplier = 1f;
[Tooltip("Multiplies the maximum speed of the vehicle touching this object.")]
public float speedMultiplier = 1f;
[Tooltip("Multiplies how fast the car stops when releasing the gas.")]
public float forwardFrictionMultiplier = 1f;
[Tooltip("Multiplies the grip the car should have on the road when turning.")]
public float lateralFrictionMultiplier = 1f;
[Tooltip("Multiplies the amount of friction applied when colliding with a wall.")]
public float sideFrictionMultiplier = 1f;
public TinyCarSurfaceParameters(float defaultValue = 1f)
{
steeringMultiplier = defaultValue;
accelerationMultiplier = defaultValue;
speedMultiplier = defaultValue;
forwardFrictionMultiplier = defaultValue;
lateralFrictionMultiplier = defaultValue;
sideFrictionMultiplier = defaultValue;
}
public static TinyCarSurfaceParameters operator /(TinyCarSurfaceParameters a, float b)
{
if (b == 0)
{
throw new System.DivideByZeroException();
}
TinyCarSurfaceParameters c = new TinyCarSurfaceParameters(0);
c.name = a.name;
c.steeringMultiplier = a.steeringMultiplier / b;
c.accelerationMultiplier = a.accelerationMultiplier / b;
c.speedMultiplier = a.speedMultiplier / b;
c.forwardFrictionMultiplier = a.forwardFrictionMultiplier / b;
c.lateralFrictionMultiplier = a.lateralFrictionMultiplier / b;
c.sideFrictionMultiplier = a.sideFrictionMultiplier / b;
return c;
}
public static TinyCarSurfaceParameters operator *(TinyCarSurfaceParameters a, float b)
{
TinyCarSurfaceParameters c = new TinyCarSurfaceParameters(0);
c.name = a.name;
c.steeringMultiplier = a.steeringMultiplier * b;
c.accelerationMultiplier = a.accelerationMultiplier * b;
c.speedMultiplier = a.speedMultiplier * b;
c.forwardFrictionMultiplier = a.forwardFrictionMultiplier * b;
c.lateralFrictionMultiplier = a.lateralFrictionMultiplier * b;
c.sideFrictionMultiplier = a.sideFrictionMultiplier * b;
return c;
}
public static TinyCarSurfaceParameters operator +(TinyCarSurfaceParameters a, TinyCarSurfaceParameters b)
{
TinyCarSurfaceParameters c = new TinyCarSurfaceParameters(0);
c.name = combineNames(a.name, b.name);
c.steeringMultiplier = a.steeringMultiplier + b.steeringMultiplier;
c.accelerationMultiplier = a.accelerationMultiplier + b.accelerationMultiplier;
c.speedMultiplier = a.speedMultiplier + b.speedMultiplier;
c.forwardFrictionMultiplier = a.forwardFrictionMultiplier + b.forwardFrictionMultiplier;
c.lateralFrictionMultiplier = a.lateralFrictionMultiplier + b.lateralFrictionMultiplier;
c.sideFrictionMultiplier = a.sideFrictionMultiplier + b.sideFrictionMultiplier;
return c;
}
public static TinyCarSurfaceParameters operator +(TinyCarSurfaceParameters a, float b)
{
TinyCarSurfaceParameters c = new TinyCarSurfaceParameters(0);
c.name = combineNames(a.name, b.ToString());
c.steeringMultiplier = a.steeringMultiplier + b;
c.accelerationMultiplier = a.accelerationMultiplier + b;
c.speedMultiplier = a.speedMultiplier + b;
c.forwardFrictionMultiplier = a.forwardFrictionMultiplier + b;
c.lateralFrictionMultiplier = a.lateralFrictionMultiplier + b;
c.sideFrictionMultiplier = a.sideFrictionMultiplier + b;
return c;
}
public static string combineNames(string na, string nb)
{
if (na.Length == 0) return nb;
if (nb.Length == 0) return na;
return na + ", " + nb;
}
public string getName()
{
if (name.Length > 0) return name;
return "(default)";
}
public TinyCarSurfaceParameters clone()
{
TinyCarSurfaceParameters c = new TinyCarSurfaceParameters(0);
c.name = name;
c.steeringMultiplier = steeringMultiplier;
c.accelerationMultiplier = accelerationMultiplier;
c.speedMultiplier = speedMultiplier;
c.forwardFrictionMultiplier = forwardFrictionMultiplier;
c.lateralFrictionMultiplier = lateralFrictionMultiplier;
c.sideFrictionMultiplier = sideFrictionMultiplier;
return c;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
public class TinyCarVisuals : MonoBehaviour
{
public TinyCarController carController;
[Tooltip("Scales the mass, acceleration, and max speed according to the GameObject's scale.")]
public bool adjustToScale = false;
[Header("Visuals")]
[Tooltip("Object on which to apply the controller's position and rotation.")]
public Transform vehicleContainer;
[Tooltip("How fast the wheels will spin relative to the car's forward velocity.")]
public float wheelsSpinForce = 100;
[Tooltip("Maximum angle at which to turn the wheels when steering.")]
public float wheelsMaxTurnAngle = 45;
[Tooltip("How much to smooth the rotation when wheels are turning.")]
public float wheelsTurnSmoothing = 10;
[Tooltip("Body object of the vehicle.")]
public Transform vehicleBody;
[Tooltip("Wheel objects that will turn and spin with steering and acceleration.")]
public Transform[] wheelsFront;
[Tooltip("Wheel objects that will spin with acceleration.")]
public Transform[] wheelsBack;
[Tooltip("Whether to rotate the vehicle forward and back on slopes.")]
public bool rotatePitch = true;
[Tooltip("Whether to rotate the vehicle left and right on slopes.")]
public bool rotateRoll = true;
[Tooltip("The target angle that the car will lean towards when in the air.")]
public float airPitchMax = 45f;
[Tooltip("The speed at which the car will change its pitch in the air.")]
public float airPitchSpeed = 1f;
[Tooltip("The speed at which the car will change its pitch when it's back on ground.")]
public float airPitchSpeedGrounded = 10f;
[Header("Particles")]
[Tooltip("Minimum velocity when scraping against a wall to play the particle system.")]
public float minSideFrictionVelocity = 1;
[Tooltip("Particle system to play when scraping against a wall.")]
public ParticleSystem particlesSideFriction;
[Tooltip("Minimum force when hitting a wall to play the particle system.")]
public float minSideCollisionForce = 10;
[Tooltip("Particle system to play when hitting a wall.")]
public ParticleSystem particlesSideCollision;
[Tooltip("Minimum force when landing on the ground to play the particle system.")]
public float minLandingForce = 20;
[Tooltip("Particle system to play when landing on the ground.")]
public ParticleSystem particlesLanding;
[Tooltip("Minimum lateral velocity when drifting to play the particle system.")]
public float minDriftingSpeed = 10;
[Tooltip("Particle system to play when drifting on the ground.")]
public ParticleSystem particlesDrifting;
[Tooltip("Particle system to play when using the boost.")]
public ParticleSystem particlesBoost;
[Tooltip("How fast the car should align to the ground.")]
public float rotationSmoothingOnGround = 10f;
[Tooltip("How fast the car should align in the air.")]
public float rotationSmoothingInAir = 5f;
private float wheelRotation = 0;
private float wheelSpin = 0;
private float pitchModifier = 0;
private Quaternion groundRotationSmooth;
void Start()
{
stopAllParticles();
}
void FixedUpdate()
{
if (!carController.gameObject.activeInHierarchy)
{
return;
}
float averageScale = (transform.lossyScale.x + transform.lossyScale.y + transform.lossyScale.z) / 3f;
float deltaTime = Time.fixedDeltaTime;
// visuals
if (vehicleContainer != null)
{
Quaternion groundRotationPlane = Quaternion.Euler(groundRotationSmooth.eulerAngles.x, carController.getGroundRotation().eulerAngles.y, groundRotationSmooth.eulerAngles.z);
float rotationLerpValue = carController.isGrounded() ? rotationSmoothingOnGround : rotationSmoothingInAir;
groundRotationSmooth = Quaternion.Slerp(groundRotationPlane, carController.getGroundRotation(), rotationLerpValue <= 0 ? 1 : deltaTime * rotationLerpValue);
Vector3 smoothRotation = groundRotationSmooth.eulerAngles;
if (!rotatePitch)
{
smoothRotation.x = 0;
}
if (!rotateRoll)
{
smoothRotation.z = 0;
}
if (!carController.isGrounded())
{
pitchModifier += (airPitchMax - pitchModifier) * Mathf.Clamp01(deltaTime * airPitchSpeed);
}
else
{
pitchModifier += -pitchModifier * Mathf.Clamp01(deltaTime * airPitchSpeedGrounded);
}
smoothRotation.x += pitchModifier;
vehicleContainer.rotation = Quaternion.Euler(smoothRotation);
vehicleContainer.position = carController.getBodyPosition();
}
wheelSpin += carController.getForwardVelocity() * deltaTime * wheelsSpinForce * (adjustToScale ? averageScale : 1);
wheelRotation = Mathf.Lerp(wheelRotation, carController.getSteering() * wheelsMaxTurnAngle, wheelsTurnSmoothing <= 0 ? 1 : Mathf.Clamp01(wheelsTurnSmoothing * deltaTime));
foreach (Transform t in wheelsFront)
{
t.transform.localRotation = Quaternion.Euler(wheelSpin, wheelRotation, 0);
}
foreach (Transform t in wheelsBack)
{
t.transform.localRotation = Quaternion.Euler(wheelSpin, 0, 0);
}
// particles
// drifting smoke
if (particlesDrifting != null)
{
if (Mathf.Abs(carController.getLateralVelocity()) > minDriftingSpeed * (adjustToScale ? averageScale : 1) && carController.isGrounded())
{
if (!particlesDrifting.isPlaying)
{
particlesDrifting.Play();
}
}
else
{
if (particlesDrifting.isPlaying)
{
particlesDrifting.Stop();
}
}
}
// collision sparks
if (particlesSideCollision != null)
{
if (carController.hasHitSide(minSideCollisionForce * (adjustToScale ? averageScale : 1)))
{
particlesSideCollision.transform.position = carController.getSideHitPosition();
particlesSideCollision.Play();
}
}
if (particlesLanding != null)
{
if (carController.hasHitGround(minLandingForce * (adjustToScale ? averageScale : 1)))
{
particlesLanding.Play();
}
}
if (particlesSideFriction != null)
{
if (carController.isHittingSide() && carController.getGroundVelocity() > minSideFrictionVelocity * (adjustToScale ? averageScale : 1))
{
particlesSideFriction.transform.position = carController.getSideHitPosition();
if (!particlesSideFriction.isPlaying) particlesSideFriction.Play();
}
else
{
if (particlesSideFriction.isPlaying) particlesSideFriction.Stop();
}
}
if (particlesBoost != null)
{
if (carController.getBoostMultiplier() > 1f)
{
particlesBoost.Play();
}
else
{
particlesBoost.Stop();
}
}
}
public void stopAllParticles()
{
if (particlesSideFriction != null) particlesSideFriction.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (particlesSideCollision != null) particlesSideCollision.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (particlesLanding != null) particlesLanding.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (particlesDrifting != null) particlesDrifting.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
if (particlesBoost != null) particlesBoost.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExampleBillboard : MonoBehaviour
{
void Start()
{
}
void Update()
{
if (Camera.main == null) return;
transform.rotation = Camera.main.transform.rotation;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace DavidJalbert
{
public class ExampleBomb : MonoBehaviour
{
public AudioClip explosionSoundClip;
private AudioSource sourceExplosion;
private void Start()
{
sourceExplosion = gameObject.AddComponent<AudioSource>();
sourceExplosion.playOnAwake = false;
sourceExplosion.loop = false;
sourceExplosion.clip = explosionSoundClip;
}
private void OnTriggerEnter(Collider collider)
{
TinyCarExplosiveBody car = collider.GetComponentInParent<TinyCarExplosiveBody>();
if (car != null && !car.hasExploded())
{
car.explode();
StartCoroutine(resetCar(car));
}
}
private IEnumerator resetCar(TinyCarExplosiveBody car)
{
sourceExplosion.Play();
yield return new WaitForSeconds(2);
car.restore();
yield return null;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace DavidJalbert
{
public class ExampleGui : MonoBehaviour
{
public Text textDebug;
public Text textDescription;
public TinyCarController carController;
public TinyCarCamera carCamera;
public TinyCarMobileInput mobileInput;
void Update()
{
if (textDebug == null) return;
textDebug.text = "";
if (carController != null)
{
textDebug.text += "Speed : " + (int)carController.getForwardVelocity() + " m/s\n";
textDebug.text += "Drift speed : " + (int)carController.getLateralVelocity() + " m/s\n";
textDebug.text += "Is grounded : " + carController.isGrounded() + "\n";
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textDebug.text += "Is braking : " + carController.isBraking() + "\n";
textDebug.text += "Side hit force : " + carController.getSideHitForce() + "\n";
}
}
public void onClickMobileInput()
{
mobileInput.gameObject.SetActive(!mobileInput.gameObject.activeSelf);
}
public void onClickCameraAngle()
{
if (carCamera != null)
{
switch (carCamera.viewMode)
{
case TinyCarCamera.CAMERA_MODE.TopDown:
carCamera.viewMode = TinyCarCamera.CAMERA_MODE.ThirdPerson;
break;
case TinyCarCamera.CAMERA_MODE.ThirdPerson:
carCamera.viewMode = TinyCarCamera.CAMERA_MODE.TopDown;
break;
}
}
}
public void onClickDescriptionText()
{
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}
}
}
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