RbBicycleController.cs 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153
  1. using System;
  2. using Phscs;
  3. using UnityEngine;
  4. namespace Controller.Bicycle
  5. {
  6. public class RbBicycleController : BicycleControllerBaseBehaviour, IBicycleController
  7. {
  8. #region Variables
  9. private Transform rbTransform;
  10. private float currentSteerAngle;
  11. private float currentLeaningAngle;
  12. private float currentSpeedAdjusted;
  13. private RbBicycleSlopeSpeedManager slopeSpeedManager;
  14. private BikeSpeedBooster speedBooster;
  15. [Tooltip("Needs a RbBicycleSlopeSpeedManager to be attached to this GameObject")]
  16. public bool adjustSpeedToSlope = true;
  17. public Vector3 Forward => rbTransform.forward;
  18. public Vector3 Right => -rbTransform.right;
  19. public Vector3 Up => rbTransform.up;
  20. public BicycleControllerMode ControllerMode
  21. {
  22. get => controllerMode;
  23. set => controllerMode = value;
  24. }
  25. public float CurrentSpeedSensed { private set; get; }
  26. public float CurrentSpeed
  27. {
  28. get => adjustSpeedToSlope ? currentSpeedAdjusted : CurrentSpeedSensed;
  29. set => CurrentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
  30. }
  31. public float CurrentSpeedKph => CurrentSpeed * 3.6f;
  32. public float CurrentSteerAngle
  33. {
  34. get => currentSteerAngle;
  35. set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
  36. }
  37. public float CurrentLeaningAngle
  38. {
  39. get => currentLeaningAngle;
  40. set
  41. {
  42. //don't lean while standing / walking to bike
  43. if (rigidBody.velocity.magnitude < .5f) return;
  44. currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  45. }
  46. }
  47. public float CurrentGradientDeg => slopeSpeedManager.GradientDeg;
  48. public Vector3 RigidBodyVelocity => rigidBody.velocity;
  49. #endregion
  50. private void Awake()
  51. {
  52. rbTransform = rigidBody.transform;
  53. rigidBody.freezeRotation = true;
  54. rigidBody.centerOfMass = centerOfMass.position;
  55. if (adjustSpeedToSlope)
  56. {
  57. slopeSpeedManager = GetComponent<RbBicycleSlopeSpeedManager>();
  58. if(slopeSpeedManager == null) Debug.LogError("No RbBicycleSlopeSpeedManager attached");
  59. }
  60. }
  61. private void Start()
  62. {
  63. speedBooster = BikeSpeedBooster.Instance;
  64. }
  65. private void FixedUpdate()
  66. {
  67. //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
  68. ApplyVelocity();
  69. ApplySteerAngleAndRotation();
  70. }
  71. //TODO: maybe add some kind of rolling physics after downhill
  72. private void ApplyVelocity()
  73. {
  74. var targetVelocity = CalculateTargetVelocity();
  75. var velocityChange = targetVelocity - rigidBody.velocity;
  76. velocityChange.y = 0;
  77. rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
  78. }
  79. private Vector3 CalculateTargetVelocity()
  80. {
  81. if (adjustSpeedToSlope)
  82. {
  83. currentSpeedAdjusted = CurrentSpeedSensed * speedBooster.Boost;
  84. }
  85. else
  86. {
  87. currentSpeedAdjusted = CurrentSpeedSensed;
  88. }
  89. var tv = new Vector3(0, 0, currentSpeedAdjusted);
  90. tv = rbTransform.TransformDirection(tv);
  91. return tv;
  92. }
  93. private void ApplySteerAngleAndRotation()
  94. {
  95. //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
  96. if (CurrentSpeed < 0.3f) //ca 1 km/h
  97. {
  98. CurrentSteerAngle = 0;
  99. CurrentLeaningAngle = 0;
  100. }
  101. var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
  102. var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
  103. controllerMode.weightLeaning + currentLeaningAngle) /
  104. sumMode; //TODO: maybe define what leaning angle means as steering angle;
  105. var r = rbTransform.localRotation.eulerAngles;
  106. float rectifiedZ;
  107. if (r.z > 180f)
  108. {
  109. rectifiedZ = -360 + r.z;
  110. }
  111. else if (r.z < -180f)
  112. {
  113. rectifiedZ = 360 + r.z;
  114. }
  115. else
  116. {
  117. rectifiedZ = r.z;
  118. }
  119. var leanDif = -CurrentLeaningAngle - rectifiedZ;
  120. rbTransform.localRotation =
  121. Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
  122. }
  123. }
  124. }