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Driftology/Assets/Scripts/VehicleTracker.cs

139 lines
4.9 KiB
C#

using UnityEngine;
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public class VehicleTracker : MonoBehaviour
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{
[SerializeField] private float _leadOffset = 5f;
[SerializeField] private float _leadMultiplier = 0.1f;
[SerializeField] private float _sideOffset = 0f;
private bool _isOffTrack = false;
private float _offTrackTimer = 0f;
private float _trackerSpeed = 0f;
private float _distanceTraveled = 0f;
private float _speedLeadOffset = 50f;
private float _speedLeadMultiplier = 0.2f;
private float _offsetTimerRandom = 0f;
private RaycastHit _surfaceHit;
private Vector3 _deltaToWaypoint = Vector3.zero;
private Vector3 _previousPos = Vector3.zero;
private Vector3 _offsetToTarget = Vector3.zero;
private RoutePoint _currentWaypoint = new RoutePoint();
private Transform _targetTracker = null;
private VehicleController _linkedController = null;
public Vector3 TargetPos => _targetTracker != null ? _targetTracker.position : Vector3.zero;
private float VehicleSpeed => _linkedController != null ? _linkedController.LocalVelocity.z : 0f;
public WaypointCircuit waypointsCircuit;
public WaypointCircuit[] allwaypointCircuits;
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private float _offsetSwitchTimer;
private void Start()
{
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_linkedController = GetComponent<VehicleController>();
_targetTracker = new GameObject(name + " Tracker Target").transform;
_targetTracker.SetParent(transform);
_targetTracker.localPosition = new Vector3(0, -0.86f, 0);
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_targetTracker.localRotation = Quaternion.identity;
_distanceTraveled = 0f;
_offsetTimerRandom = Random.Range(2.5f, 15f);
_offsetSwitchTimer = _offsetTimerRandom;
waypointsCircuit = FindObjectOfType<WaypointCircuit>();
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FindObjectOfType<RaceManager>()?.RegisterTracker(this);
//allwaypointCircuits = FindObjectsOfType<WaypointCircuit>();
//for (int i = 0; i < allwaypointCircuits.Length; i++)
//{
// if (allwaypointCircuits[i].accepted == false)
// {
// allwaypointCircuits[i].accepted = true;
// waypointsCircuit = allwaypointCircuits[i];
// break;
// }
//}
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}
private void FixedUpdate()
{
if (_linkedController == null || !_linkedController.Running)
{
_isOffTrack = false;
Debug.Log("is off track1");
}
else
{
Vector3 rayOrigin = transform.position + Vector3.up * 1.2f;
Vector3 rayDirection = -transform.up;
float rayDistance = 10f;
int roadLayerMask = LayerMask.GetMask("Road"); // Only detects "Road" layer
if (Physics.Raycast(rayOrigin, rayDirection, out _surfaceHit, rayDistance, roadLayerMask))
{
_isOffTrack = !_surfaceHit.collider.CompareTag("Ground");
// Visualize the ray in the Scene view
Debug.DrawRay(rayOrigin, rayDirection * rayDistance, Color.red);
}
else
{
_isOffTrack = false;
}
UpdateWaypointTracking();
}
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if (_linkedController.Running && _linkedController.AIControlled)
{
_offsetSwitchTimer += Time.deltaTime;
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if (_offsetSwitchTimer >= _offsetTimerRandom)
{
_offsetSwitchTimer = 0;
_sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom);
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}
}
if (_isOffTrack)
{
_offTrackTimer += Time.deltaTime;
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if (_offTrackTimer > 3f)
{
_isOffTrack = false;
_offTrackTimer = 0f;
ResetToTrack();
}
}
else
{
_offTrackTimer = 0f;
}
}
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public float GetDistance()
{
return _distanceTraveled;
}
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private void UpdateWaypointTracking()
{
if (Time.deltaTime > 0f)
_trackerSpeed = VehicleSpeed;
_targetTracker.position = waypointsCircuit.GetRoutePoint(_distanceTraveled + _leadOffset + _leadMultiplier * _trackerSpeed).position + Vector3.right * _sideOffset;
_targetTracker.rotation = Quaternion.LookRotation(waypointsCircuit.GetRoutePoint(_distanceTraveled + _speedLeadOffset + _speedLeadMultiplier * _trackerSpeed).direction);
_currentWaypoint = waypointsCircuit.GetRoutePoint(_distanceTraveled);
_deltaToWaypoint = _currentWaypoint.position - transform.position;
if (Vector3.Dot(_deltaToWaypoint, _currentWaypoint.direction) < 0f)
_distanceTraveled += _deltaToWaypoint.magnitude * 0.5f;
_previousPos = transform.position;
}
private void ResetToTrack()
{
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//_linkedController.DisableVehicle();
transform.position = _targetTracker.position + new Vector3(0, 1.5f, 0);
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transform.rotation = _targetTracker.rotation;
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//_linkedController.EnableVehicle();
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}
}