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- using UnityEngine;
- namespace Controller.Bicycle
- {
- public class RbBicycleController : BicycleControllerBaseBehaviour, IBicycleController
- {
- private void Awake()
- {
- rbTransform = rigidBody.transform;
- rigidBody.freezeRotation = true;
- rigidBody.centerOfMass = centerOfMass.position;
- }
- private void Start()
- {
- speedBooster = BikeSpeedBooster.Instance;
- }
- private void FixedUpdate()
- {
- //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
- ApplyVelocity();
- ApplySteerAngleAndRotation();
- }
- private void OnGUI()
- {
- GUI.TextField(new Rect(200, 100, 400, 50), $"Boost = {speedBooster.Boost}");
- }
- //TODO: maybe add some kind of rolling physics after downhill
- private void ApplyVelocity()
- {
- var targetVelocity = CalculateTargetVelocity();
- var velocityChange = targetVelocity - rigidBody.velocity;
- velocityChange.y = 0;
- rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
- }
- private Vector3 CalculateTargetVelocity()
- {
- if (adjustSpeedToSlope)
- {
- previousSoeedAdjusted = currentSpeedAdjusted;
- var boost = speedBooster.Boost;
- float nextSpeedAdjusted;
- if (boost > 1 && CurrentSpeedSensed < 5.55f) //5.55 m/s = 20 km/h
- nextSpeedAdjusted = 5.55f * boost;
- else
- nextSpeedAdjusted = CurrentSpeedSensed * speedBooster.Boost;
- currentSpeedAdjusted = Mathf.Max(Mathf.Max(0,
- previousSoeedAdjusted - Time.deltaTime * MAX_DIF_SPEED_ADJUSTED_PER_SECOND), nextSpeedAdjusted);
- }
- else
- {
- currentSpeedAdjusted = CurrentSpeedSensed;
- }
- var tv = new Vector3(0, 0, currentSpeedAdjusted);
- tv = rbTransform.TransformDirection(tv);
- return tv;
- }
- private void ApplySteerAngleAndRotation()
- {
- //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
- if (CurrentSpeed < 0.3f) //ca 1 km/h
- {
- CurrentSteerAngle = 0;
- CurrentLeaningAngle = 0;
- }
- var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
- var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
- controllerMode.weightLeaning + currentLeaningAngle) /
- sumMode; //TODO: maybe define what leaning angle means as steering angle;
- var r = rbTransform.localRotation.eulerAngles;
- float rectifiedZ;
- if (r.z > 180f)
- rectifiedZ = -360 + r.z;
- else if (r.z < -180f)
- rectifiedZ = 360 + r.z;
- else
- rectifiedZ = r.z;
- var leanDif = -CurrentLeaningAngle - rectifiedZ;
- rbTransform.localRotation =
- Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
- }
- #region Variables
- private Transform rbTransform;
- private float currentSteerAngle;
- private float currentLeaningAngle;
- private float currentSpeedAdjusted;
- private float previousSoeedAdjusted;
- private const float MAX_DIF_SPEED_ADJUSTED_PER_SECOND = 10f;
- private BikeSpeedBooster speedBooster;
- [Tooltip("Needs a RbBicycleSlopeSpeedManager to be attached to this GameObject")]
- public bool adjustSpeedToSlope = true;
- public Vector3 Forward => rbTransform.forward;
- public Vector3 Right => -rbTransform.right;
- public Vector3 Up => rbTransform.up;
- public BicycleControllerMode ControllerMode
- {
- get => controllerMode;
- set => controllerMode = value;
- }
- public float CurrentSpeedSensed { private set; get; }
- public float CurrentSpeed
- {
- get => adjustSpeedToSlope ? currentSpeedAdjusted : CurrentSpeedSensed;
- set => CurrentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
- }
- public float CurrentSpeedKph => CurrentSpeed * 3.6f;
- public float CurrentSteerAngle
- {
- get => currentSteerAngle;
- set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
- }
- public float CurrentLeaningAngle
- {
- get => currentLeaningAngle;
- set
- {
- //don't lean while standing / walking to bike
- if (rigidBody.velocity.magnitude < .5f) return;
- currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
- }
- }
- public Vector3 RigidBodyVelocity => rigidBody.velocity;
- #endregion
- }
- }
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