RbBicycleController.cs 5.2 KB

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  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 float previousSoeedAdjusted;
  14. private const float MAX_DIF_SPEED_ADJUSTED_PER_SECOND = 10f;
  15. private BikeSpeedBooster speedBooster;
  16. [Tooltip("Needs a RbBicycleSlopeSpeedManager to be attached to this GameObject")]
  17. public bool adjustSpeedToSlope = true;
  18. public Vector3 Forward => rbTransform.forward;
  19. public Vector3 Right => -rbTransform.right;
  20. public Vector3 Up => rbTransform.up;
  21. public BicycleControllerMode ControllerMode
  22. {
  23. get => controllerMode;
  24. set => controllerMode = value;
  25. }
  26. public float CurrentSpeedSensed { private set; get; }
  27. public float CurrentSpeed
  28. {
  29. get => adjustSpeedToSlope ? currentSpeedAdjusted : CurrentSpeedSensed;
  30. set => CurrentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
  31. }
  32. public float CurrentSpeedKph => CurrentSpeed * 3.6f;
  33. public float CurrentSteerAngle
  34. {
  35. get => currentSteerAngle;
  36. set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
  37. }
  38. public float CurrentLeaningAngle
  39. {
  40. get => currentLeaningAngle;
  41. set
  42. {
  43. //don't lean while standing / walking to bike
  44. if (rigidBody.velocity.magnitude < .5f) return;
  45. currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  46. }
  47. }
  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. }
  56. private void Start()
  57. {
  58. speedBooster = BikeSpeedBooster.Instance;
  59. }
  60. private void OnGUI()
  61. {
  62. GUI.TextField(new Rect(200, 100, 400, 50), $"Boost = {speedBooster.Boost}");
  63. }
  64. private void FixedUpdate()
  65. {
  66. //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
  67. ApplyVelocity();
  68. ApplySteerAngleAndRotation();
  69. }
  70. //TODO: maybe add some kind of rolling physics after downhill
  71. private void ApplyVelocity()
  72. {
  73. var targetVelocity = CalculateTargetVelocity();
  74. var velocityChange = targetVelocity - rigidBody.velocity;
  75. velocityChange.y = 0;
  76. rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
  77. }
  78. private Vector3 CalculateTargetVelocity()
  79. {
  80. if (adjustSpeedToSlope)
  81. {
  82. previousSoeedAdjusted = currentSpeedAdjusted;
  83. var boost = speedBooster.Boost;
  84. float nextSpeedAdjusted;
  85. if (boost > 1 && CurrentSpeedSensed < 5.55f) //5.55 m/s = 20 km/h
  86. {
  87. nextSpeedAdjusted = 5.55f * boost;
  88. }
  89. else
  90. {
  91. nextSpeedAdjusted = CurrentSpeedSensed * speedBooster.Boost;
  92. }
  93. currentSpeedAdjusted = Mathf.Max(Mathf.Max(0,
  94. previousSoeedAdjusted - Time.deltaTime * MAX_DIF_SPEED_ADJUSTED_PER_SECOND), nextSpeedAdjusted);
  95. }
  96. else
  97. {
  98. currentSpeedAdjusted = CurrentSpeedSensed;
  99. }
  100. var tv = new Vector3(0, 0, currentSpeedAdjusted);
  101. tv = rbTransform.TransformDirection(tv);
  102. return tv;
  103. }
  104. private void ApplySteerAngleAndRotation()
  105. {
  106. //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
  107. if (CurrentSpeed < 0.3f) //ca 1 km/h
  108. {
  109. CurrentSteerAngle = 0;
  110. CurrentLeaningAngle = 0;
  111. }
  112. var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
  113. var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
  114. controllerMode.weightLeaning + currentLeaningAngle) /
  115. sumMode; //TODO: maybe define what leaning angle means as steering angle;
  116. var r = rbTransform.localRotation.eulerAngles;
  117. float rectifiedZ;
  118. if (r.z > 180f)
  119. {
  120. rectifiedZ = -360 + r.z;
  121. }
  122. else if (r.z < -180f)
  123. {
  124. rectifiedZ = 360 + r.z;
  125. }
  126. else
  127. {
  128. rectifiedZ = r.z;
  129. }
  130. var leanDif = -CurrentLeaningAngle - rectifiedZ;
  131. rbTransform.localRotation =
  132. Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
  133. }
  134. }
  135. }