RbBicycleController.cs 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161
  1. using UnityEngine;
  2. namespace Controller.Bicycle
  3. {
  4. public class RbBicycleController : BicycleControllerBaseBehaviour, IBicycleController
  5. {
  6. private void Awake()
  7. {
  8. rbTransform = rigidBody.transform;
  9. rigidBody.freezeRotation = true;
  10. rigidBody.centerOfMass = centerOfMass.position;
  11. }
  12. private void Start()
  13. {
  14. speedBooster = BikeSpeedBooster.Instance;
  15. }
  16. private void FixedUpdate()
  17. {
  18. //rigidBody.isKinematic = currentSpeed <= THRESHOLD_STANDING;
  19. ApplyVelocity();
  20. ApplySteerAngleAndRotation();
  21. }
  22. /*private void OnGUI()
  23. {
  24. GUI.TextField(new Rect(200, 100, 400, 50), $"Boost = {speedBooster.Boost}");
  25. }*/
  26. //TODO: maybe add some kind of rolling physics after downhill
  27. private void ApplyVelocity()
  28. {
  29. var targetVelocity = CalculateTargetVelocity();
  30. var velocityChange = targetVelocity - rigidBody.velocity;
  31. velocityChange.y = 0;
  32. rigidBody.AddForce(velocityChange, ForceMode.VelocityChange);
  33. }
  34. private Vector3 CalculateTargetVelocity()
  35. {
  36. if (adjustSpeedToSlope){
  37. previousSpeedAdjusted = currentSpeedAdjusted;
  38. var boost = speedBooster.Boost;
  39. float nextSpeedAdjusted = CurrentSpeedSensed * speedBooster.Boost;
  40. /*if (boost > 1 && CurrentSpeedSensed < 5.55f){ //5.55 m/s = 20 km/h
  41. nextSpeedAdjusted = 5.55f * boost;
  42. }else{
  43. nextSpeedAdjusted = CurrentSpeedSensed * speedBooster.Boost; // boost new speed
  44. }*/
  45. //control that the difference isn´t to high per frame
  46. currentSpeedAdjusted = Mathf.Max(Mathf.Max(0,
  47. previousSpeedAdjusted - Time.deltaTime * MAX_DIF_SPEED_ADJUSTED_PER_SECOND), nextSpeedAdjusted);
  48. // Apply current breaking
  49. currentSpeedAdjusted = Mathf.Max(0, currentSpeedAdjusted - CurrentBreakForce);
  50. }
  51. else{
  52. currentSpeedAdjusted = Mathf.Max(0, currentSpeedAdjusted - CurrentBreakForce);
  53. }
  54. var tv = new Vector3(0, 0, currentSpeedAdjusted);
  55. tv = rbTransform.TransformDirection(tv);
  56. return tv;
  57. }
  58. private void ApplySteerAngleAndRotation()
  59. {
  60. //don't lean and rotate when veeeeeery sloooow/standing. Otherwise bike will rotate already
  61. if (CurrentSpeed < 0.3f) //ca 1 km/h
  62. {
  63. CurrentSteerAngle = 0;
  64. CurrentLeaningAngle = 0;
  65. }
  66. var sumMode = controllerMode.weightLeaning + controllerMode.weightSteering;
  67. var calculatedSteerAngle = (controllerMode.weightSteering * CurrentSteerAngle +
  68. controllerMode.weightLeaning + currentLeaningAngle) /
  69. sumMode; //TODO: maybe define what leaning angle means as steering angle;
  70. var r = rbTransform.localRotation.eulerAngles;
  71. float rectifiedZ;
  72. if (r.z > 180f)
  73. rectifiedZ = -360 + r.z;
  74. else if (r.z < -180f)
  75. rectifiedZ = 360 + r.z;
  76. else
  77. rectifiedZ = r.z;
  78. var leanDif = -CurrentLeaningAngle - rectifiedZ;
  79. rbTransform.localRotation =
  80. Quaternion.Euler(r + new Vector3(0, calculatedSteerAngle, leanDif) * Time.fixedDeltaTime);
  81. }
  82. #region Variables
  83. private Transform rbTransform;
  84. private float currentBreakForce = 0;
  85. private float currentSteerAngle;
  86. private float currentLeaningAngle;
  87. private float currentSpeedAdjusted;
  88. private float previousSpeedAdjusted;
  89. private const float MAX_DIF_SPEED_ADJUSTED_PER_SECOND = 10f;
  90. private BikeSpeedBooster speedBooster;
  91. [Tooltip("Needs a RbBicycleSlopeSpeedManager to be attached to this GameObject")]
  92. public bool adjustSpeedToSlope = true;
  93. public Vector3 Forward => rbTransform.forward;
  94. public Vector3 Right => -rbTransform.right;
  95. public Vector3 Up => rbTransform.up;
  96. public BicycleControllerMode ControllerMode
  97. {
  98. get => controllerMode;
  99. set => controllerMode = value;
  100. }
  101. public float CurrentSpeedSensed { private set; get; }
  102. public float CurrentSpeed
  103. {
  104. get => adjustSpeedToSlope ? currentSpeedAdjusted : CurrentSpeedSensed;
  105. set => CurrentSpeedSensed = Mathf.Clamp(value, 0, maxSpeed);
  106. }
  107. public float CurrentSpeedKph => CurrentSpeed * 3.6f;
  108. public float CurrentBreakForce
  109. {
  110. get => currentBreakForce;
  111. set => currentBreakForce = value;
  112. }
  113. public float CurrentSteerAngle
  114. {
  115. get => currentSteerAngle;
  116. set => currentSteerAngle = Mathf.Clamp(value, -maxSteeringAngle, maxSteeringAngle);
  117. }
  118. public float CurrentLeaningAngle
  119. {
  120. get => currentLeaningAngle;
  121. set
  122. {
  123. //don't lean while standing / walking to bike
  124. if (rigidBody.velocity.magnitude < .5f) return;
  125. currentLeaningAngle = Mathf.Clamp(value, -maxLeaningAngle, maxLeaningAngle);
  126. }
  127. }
  128. public Vector3 RigidBodyVelocity => rigidBody.velocity;
  129. #endregion
  130. }
  131. }