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@predominant
Created May 28, 2016 09:51
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using System;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace MotherTruckers.Vehicle
{
[Serializable]
public class Axle
{
public WheelCollider LeftWheel;
public WheelCollider RightWheel;
public bool IsMotor;
public bool IsSteering;
}
}
using UnityEngine;
using System.Collections.Generic;
using BeardedManStudios.Network;
// ReSharper disable once CheckNamespace
namespace MotherTruckers.Vehicle
{
[RequireComponent(typeof(Rigidbody))]
public class VehicleController : NetworkedMonoBehavior
{
public bool Controllable = true;
public List<Axle> Axles;
public float MaxTorque = 400f;
public float MaxAngle = 30f;
public float SteeringSpeed = 1f;
public bool UseCustomCenterOfMass = false;
public Transform CenterOfMass;
private float TargetSteeringAngle = 0f;
private Rigidbody _rigidbody;
private Transform _transform;
public void Awake()
{
this._rigidbody = this.GetComponent<Rigidbody>();
this._transform = this.GetComponent<Transform>();
if (this.UseCustomCenterOfMass)
this._rigidbody.centerOfMass = this.CenterOfMass.localPosition;
}
public void FixedUpdate()
{
if (this.IsOwner)
this.ProcessControls();
if (!this.IsOwner)
this._rigidbody.isKinematic = true;
}
public void Update()
{
if (this.IsOwner)
this._transform.FindChild("Cameras").gameObject.SetActive(true);
foreach (var axle in this.Axles)
{
this.VisualPosition(axle.LeftWheel);
this.VisualPosition(axle.RightWheel);
}
}
protected void ProcessControls()
{
if (!this.Controllable)
return;
var torque = this.MaxTorque * Input.GetAxis("Vertical");
var steering = this.MaxAngle * Input.GetAxis("Horizontal");
foreach (var axle in this.Axles)
{
if (axle.IsSteering)
this.Steering(axle, steering);
if (axle.IsMotor)
this.Torque(axle, torque);
}
}
protected void Steering(Axle axle, float amount)
{
axle.LeftWheel.steerAngle = amount;
axle.RightWheel.steerAngle = amount;
}
protected void Torque(Axle axle, float amount)
{
axle.LeftWheel.motorTorque = amount;
axle.RightWheel.motorTorque = amount;
}
protected void VisualPosition(WheelCollider c)
{
Transform wheelTransform = c.gameObject.GetComponent<Transform>().GetChild(0);
Vector3 pos;
Quaternion rot;
c.GetWorldPose(out pos, out rot);
wheelTransform.position = pos;
wheelTransform.rotation = rot;
}
}
}
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