add ckg
plantilla base para movimiento básico
This commit is contained in:
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//using UnityEngine;
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//using System.Collections;
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//using System.Collections.Generic;
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//
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//public class emptyVehicleController : MonoBehaviour
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//{
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// public OtherCarParts otherCarParts;
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// public carSettings settings;
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//
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// public float currentSpeed;
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//
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// public bool anyOnGround;
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//
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// bool driving;
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// bool jump;
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// bool colliding;
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// bool moving;
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// bool usingBoost;
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// bool vehicleDestroyed;
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// bool usingGravityControl;
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//
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// float resetTimer = 0;
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// float motorInput = 0;
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// float steerInput = 0;
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// float boostInput = 1;
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//
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// float horizontalAxis;
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// float verticalAxis;
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// float originalJumpPower;
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// RaycastHit hit;
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// Vector3 normal;
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// Rigidbody mainRigidbody;
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// vehicleCameraController vCamera;
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// vehicleHUDManager hudManager;
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// inputActionManager actionManager;
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// vehicleGravityControl vehicleGravityControlManager;
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// shipInterfaceInfo interfaceInfo;
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// bool isTurnedOn;
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//
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// Vector2 axisValues;
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// public bool usingImpulse;
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// float lastTimeImpulseUsed;
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// float lastTimeJump;
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//
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// bool bouncingVehicle;
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// Coroutine bounceCoroutine;
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// float collisionForceLimit = 5;
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//
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// bool braking;
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//
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// void Start ()
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// {
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// //set the sound components
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// setAudioState (otherCarParts.engineAudio, 5, 0, otherCarParts.engineClip, true, false, false);
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// setAudioState (otherCarParts.engineStartAudio, 5, 0.7f, otherCarParts.engineStartClip, false, false, false);
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//
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// //get the vehicle rigidbody
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// mainRigidbody = GetComponent<Rigidbody> ();
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//
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// vCamera = settings.vehicleCamera.GetComponent<vehicleCameraController> ();
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// hudManager = GetComponent<vehicleHUDManager> ();
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// originalJumpPower = settings.jumpPower;
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// vehicleGravityControlManager = GetComponent<vehicleGravityControl> ();
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//
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// actionManager = GetComponentInParent<inputActionManager> ();
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//
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// interfaceInfo = GetComponentInChildren<shipInterfaceInfo> ();
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// }
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//
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// void Update ()
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// {
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// //if the player is driving this vehicle and the gravity control is not being used, then
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// if (driving && !usingGravityControl) {
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// axisValues = actionManager.getPlayerMovementAxis ();
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// horizontalAxis = axisValues.x;
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// if (isTurnedOn) {
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//
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// //get the current values from the input manager, keyboard and touch controls
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// verticalAxis = axisValues.y;
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//
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// //jump input
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//// if (settings.canJump && actionManager.getActionInput ("Jump")) {
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//// jump = true;
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//// }
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//
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// //boost input
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//// if (settings.canUseBoost && actionManager.getActionInput ("Enable Turbo")) {
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//// usingBoost = true;
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//// //set the camera move away action
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//// vCamera.usingBoost (true, "Boost");
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//// }
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//
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// //stop boost input
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//// if (actionManager.getActionInput ("Disable Turbo")) {
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//// usingBoost = false;
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//// //disable the camera move away action
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//// vCamera.usingBoost (false, "Boost");
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//// //disable the boost particles
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//// boostInput = 1;
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//// }
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// }
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//
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// //if the boost input is enabled, check if there is energy enough to use it
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// if (usingBoost) {
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// //if there is enough energy, enable the boost
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// if (hudManager.useBoost (moving)) {
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// boostInput = settings.maxBoostMultiplier;
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// }
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//
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// //else, disable the boost
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// else {
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// usingBoost = false;
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// //if the vehicle is not using the gravity control system, disable the camera move away action
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// if (!vehicleGravityControlManager.isGravityPowerActive ()) {
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// vCamera.usingBoost (false, "Boost");
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// }
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// boostInput = 1;
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// }
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// }
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//// if (hudManager.canSetTurnOnState && actionManager.getActionInput ("Set TurnOn State")) {
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//// setEngineOnOrOffState ();
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//// }
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////
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//// if (actionManager.getActionInput ("Horn")) {
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//// pressHorn ();
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//// }
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////
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//// if (actionManager.getActionInput ("Brake")) {
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//// braking = true;
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//// } else {
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//// braking = false;
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//// }
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//
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// //set the current speed in the HUD of the vehicle
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// hudManager.getSpeed (currentSpeed, settings.maxForwardSpeed);
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// } else {
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// //else, set the input values to 0
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// horizontalAxis = 0;
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// verticalAxis = 0;
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// }
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//
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// if (hudManager.usedByAI) {
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// horizontalAxis = vehicleAI.steering;
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// verticalAxis = vehicleAI.accel;
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// //print (verticalAxis);
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// //braking = vehicleAI.footbrake == 1 ? true : false;
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// }
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//
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// //set the current axis input in the motor input
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// motorInput = verticalAxis;
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// moving = verticalAxis != 0;
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//
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// //if the vehicle has fuel, allow to move it
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// if (moving) {
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// if (!hudManager.useFuel ()) {
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// motorInput = 0;
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// if (isTurnedOn) {
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// turnOnOrOff (false, isTurnedOn);
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// }
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// }
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// }
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//
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// }
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//
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// public void setEngineOnOrOffState ()
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// {
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// if (hudManager.hasFuel ()) {
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// turnOnOrOff (!isTurnedOn, isTurnedOn);
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// }
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// }
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//
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// public void pressHorn ()
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// {
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// setAudioState (otherCarParts.hornAudio, 5, 1, otherCarParts.hornClip, false, true, false);
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// hudManager.activateHorn ();
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// }
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//
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// void FixedUpdate ()
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// {
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// //allows vehicle to remain roughly pointing in the direction of travel
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// //if the vehicle is not on the ground, not colliding, rotating and its speed is higher that 5
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// if (!anyOnGround && settings.preserveDirectionWhileInAir && !colliding && currentSpeed > 5) {
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// //check the time to stabilize
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// //rotate every axis of the vehicle in the rigidbody velocity direction
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// mainRigidbody.freezeRotation = true;
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// float angleX = Mathf.Asin (transform.InverseTransformDirection (Vector3.Cross (normal.normalized, transform.up)).x) * Mathf.Rad2Deg;
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// float angleZ = Mathf.Asin (transform.InverseTransformDirection (Vector3.Cross (normal.normalized, transform.up)).z) * Mathf.Rad2Deg;
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// float angleY = Mathf.Asin (transform.InverseTransformDirection (Vector3.Cross (mainRigidbody.velocity.normalized, transform.forward)).y) * Mathf.Rad2Deg;
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// transform.Rotate (new Vector3 (angleX, angleY, angleZ) * Time.deltaTime * (-1));
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// }
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//
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// //if any of the vehicle is on the groud, free the rigidbody rotation
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// if (anyOnGround) {
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// mainRigidbody.freezeRotation = false;
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// }
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//
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// //get the current speed value
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// currentSpeed = mainRigidbody.velocity.magnitude * 3;
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// //calculate the current acceleration
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//
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// if (interfaceInfo) {
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// interfaceInfo.shipEnginesState (isTurnedOn);
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// }
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//
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// }
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//
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// //if the vehicle is using the gravity control, set the state in this component
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// public void changeGravityControlUse (bool state)
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// {
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// usingGravityControl = state;
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//
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// usingImpulse = false;
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// }
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//
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// //the player is getting on or off from the vehicle, so
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// //public void changeVehicleState (Vector3 nextPlayerPos)
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// public void changeVehicleState ()
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// {
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// driving = !driving;
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// //set the audio values if the player is getting on or off from the vehicle
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// if (driving) {
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// if (hudManager.autoTurnOnWhenGetOn) {
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// turnOnOrOff (true, isTurnedOn);
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// }
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// } else {
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// turnOnOrOff (false, isTurnedOn);
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// }
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//
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// //set the same state in the gravity control components
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// vehicleGravityControlManager.changeGravityControlState (driving);
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//
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// if (interfaceInfo) {
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// interfaceInfo.enableOrDisableInterface (driving);
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// }
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// }
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//
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// public void setTurnOnState ()
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// {
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// setAudioState (otherCarParts.engineAudio, 5, 0, otherCarParts.engineClip, true, true, false);
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// setAudioState (otherCarParts.engineStartAudio, 5, 0.7f, otherCarParts.engineStartClip, false, true, false);
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// }
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//
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// public void setTurnOffState (bool previouslyTurnedOn)
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// {
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// if (previouslyTurnedOn) {
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// setAudioState (otherCarParts.engineAudio, 5, 0, otherCarParts.engineClip, false, false, true);
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// setAudioState (otherCarParts.engineAudio, 5, 1, otherCarParts.engineEndClip, false, true, false);
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// }
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// motorInput = 0;
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// steerInput = 0;
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// boostInput = 1;
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// horizontalAxis = 0;
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// verticalAxis = 0;
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//
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// //stop the boost
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// if (usingBoost) {
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// usingBoost = false;
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// vCamera.usingBoost (false, "Boost");
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//
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// }
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// usingImpulse = false;
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// }
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//
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// public void turnOnOrOff (bool state, bool previouslyTurnedOn)
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// {
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// isTurnedOn = state;
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// if (isTurnedOn) {
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// setTurnOnState ();
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// } else {
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// setTurnOffState (previouslyTurnedOn);
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// }
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// }
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//
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// //the vehicle has been destroyed, so disabled every component in it
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// public void disableVehicle ()
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// {
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// //stop the audio sources
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// setAudioState (otherCarParts.engineAudio, 5, 0, otherCarParts.engineClip, false, false, false);
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// setAudioState (otherCarParts.engineStartAudio, 5, 0.7f, otherCarParts.engineStartClip, false, false, false);
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// vehicleDestroyed = true;
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//
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// setTurnOffState (false);
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//
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// //disable the controller
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// //GetComponent<carController> ().enabled = false;
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//
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// if (interfaceInfo) {
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// interfaceInfo.enableOrDisableInterface (false);
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// }
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// }
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//
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// //get the current normal in the gravity control component
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// public void setNormal (Vector3 normalValue)
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// {
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// normal = normalValue;
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// }
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//
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// //play or stop every audio component in the vehicle, like engine, skid, etc.., configuring also volume and loop according to the movement of the vehicle
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// public void setAudioState (AudioSource source, float distance, float volume, AudioClip audioClip, bool loop, bool play, bool stop)
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// {
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// source.minDistance = distance;
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// source.volume = volume;
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// source.clip = audioClip;
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// source.loop = loop;
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// source.spatialBlend = 1;
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// if (play) {
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// source.Play ();
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// }
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// if (stop) {
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// source.Stop ();
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// }
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// }
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//
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// //if any collider in the vehicle collides, then
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// void OnCollisionEnter (Collision collision)
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// {
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// //check that the collision is not with the player
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// if (collision.contacts.Length > 0 && collision.gameObject.tag != "Player") {
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// //if the velocity of the collision is higher that the limit
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// if (collision.relativeVelocity.magnitude > collisionForceLimit) {
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// //set the collision audio with a random collision clip
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// if (otherCarParts.crashClips.Length > 0) {
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// setAudioState (otherCarParts.crashAudio, 5, 1, otherCarParts.crashClips [UnityEngine.Random.Range (0, otherCarParts.crashClips.Length)], false, true, false);
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// }
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// }
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// }
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// //reset the collision values
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// mainRigidbody.freezeRotation = false;
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// colliding = true;
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// }
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//
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// //if the vehicle is colliding, then
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// void OnCollisionStay (Collision collision)
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// {
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// //set the values to avoid stabilize the vehicle yet
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// mainRigidbody.freezeRotation = false;
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// colliding = true;
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// }
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//
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// //the vehicle is not colliding
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// void OnCollisionExit (Collision collision)
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// {
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// colliding = false;
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// }
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//
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// //use a jump platform
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// public void useVehicleJumpPlatform (Vector3 direction)
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// {
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// mainRigidbody.AddForce (mainRigidbody.mass * direction, ForceMode.Impulse);
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// }
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//
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// public void useJumpPlatformParable (Vector3 direction)
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// {
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// Vector3 jumpForce = direction;
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// print (jumpForce);
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// mainRigidbody.AddForce (jumpForce, ForceMode.VelocityChange);
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// }
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//
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// public void setJumpPower (float newJumpPower)
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// {
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// settings.jumpPower = newJumpPower;
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// }
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//
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// public void setNewJumpPower (float newJumpPower)
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// {
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// settings.jumpPower = newJumpPower * 100;
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// }
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//
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// public void setOriginalJumpPower ()
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// {
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// settings.jumpPower = originalJumpPower;
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// }
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//
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// public void setMaxSpeed (float maxSpeedValue)
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// {
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// settings.maxForwardSpeed = maxSpeedValue;
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// }
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//
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// public void setMaxTurboPower (float maxTurboPower)
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// {
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// settings.maxBoostMultiplier = maxTurboPower;
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// }
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//
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// vehicleAINavMesh.movementInfo vehicleAI;
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//
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// public void Move (vehicleAINavMesh.movementInfo AI)
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// {
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// vehicleAI = AI;
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// }
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//
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// [System.Serializable]
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// public class OtherCarParts
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// {
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// public Transform COM;
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// public GameObject chassis;
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// public AudioClip engineStartClip;
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// public AudioClip engineClip;
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// public AudioClip engineEndClip;
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// public AudioClip[] crashClips;
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// public AudioClip hornClip;
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// public AudioSource engineStartAudio;
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// public AudioSource engineAudio;
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// public AudioSource crashAudio;
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// public AudioSource hornAudio;
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// }
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//
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// [System.Serializable]
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// public class carSettings
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// {
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// public LayerMask layer;
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//
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// public float maxForwardSpeed;
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// public float maxBackWardSpeed;
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// public float maxBoostMultiplier;
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// public GameObject vehicleCamera;
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// public bool preserveDirectionWhileInAir;
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// public float jumpPower;
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// public bool canJump;
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// public bool canUseBoost;
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// }
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//}
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Block a user