You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Driftology/Assets/Scripts/VehicleTracker.cs

254 lines
8.2 KiB
C#

2 months ago
using UnityEngine;
public class VehicleTracker : MonoBehaviour
{
[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;
private float _offsetSwitchTimer;
private void Start()
{
_linkedController = GetComponent<VehicleController>();
_targetTracker = new GameObject(name + " Tracker Target").transform;
_targetTracker.SetParent(transform);
_targetTracker.localPosition = Vector3.zero;
_targetTracker.localRotation = Quaternion.identity;
_distanceTraveled = 0f;
_offsetTimerRandom = Random.Range(2.5f, 15f);
_offsetSwitchTimer = _offsetTimerRandom;
}
private void Update()
{
if (_linkedController.Running && _linkedController.AIControlled)
{
_offsetSwitchTimer += Time.deltaTime;
if (_offsetSwitchTimer >= _offsetTimerRandom)
{
_offsetSwitchTimer = 0;
_sideOffset = 6f * Mathf.Sin(Time.time * Time.deltaTime * _offsetTimerRandom);
}
}
if (_isOffTrack)
{
_offTrackTimer += Time.deltaTime;
if (_offTrackTimer > 3f)
{
_isOffTrack = false;
_offTrackTimer = 0f;
ResetToTrack();
}
}
else
{
_offTrackTimer = 0f;
}
}
private void FixedUpdate()
{
if (!_linkedController.Running)
{
_isOffTrack = false;
return;
}
if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f))
{
_isOffTrack = _surfaceHit.collider.CompareTag("Ground");
Debug.Log("_isOffTrack: " + _isOffTrack);
}
else
{
_isOffTrack = false;
}
UpdateWaypointTracking();
}
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()
{
_linkedController.DisableVehicle();
transform.position = _targetTracker.position + new Vector3(0, 0.5f, 0);
transform.rotation = _targetTracker.rotation;
_linkedController.EnableVehicle();
}
}
//using UnityEngine;
//public class VehicleTracker : MonoBehaviour
//{
// [SerializeField] float _lookAheadForTargetOffset = 5f;
// [SerializeField] float _lookAheadForTargetFactor = 0.1f;
// [SerializeField] float _offset = 0f;
// private bool _notOnTrack = false;
// private float _respawnTimer = 0f;
// private float _speed = 0f;
// private float _progressDistance = 0f;
// private float _lookAheadForSpeedOffset = 50f;
// private float _lookAheadForSpeedFactor = 0.2f;
// private float _randomTime = 0f;
// private RaycastHit _hit;
// private Vector3 _progressDelta = Vector3.zero;
// private Vector3 _lastPosition = Vector3.zero;
// private Vector3 _targetDelta = Vector3.zero;
// private RoutePoint _progressPoint = new RoutePoint();
// private Transform _target = null;
// private VehicleController _controller = null;
// public Vector3 TargetPos => _target != null ? _target.position : Vector3.zero;
// private float Speed => _controller != null ? _controller.CarVelocity.z : 0f;
// public WaypointCircuit Waypoint;
// float offsetTimer;
// private void Start()
// {
// _controller = GetComponent<VehicleController>();
// _target = new GameObject(name + " Waypoint Target").transform;
// _target.SetParent(transform);
// _target.localPosition = Vector3.zero;
// _target.localRotation = Quaternion.identity;
// _progressDistance = 0f;
// _randomTime = Random.Range(2.5f, 15f);
// offsetTimer = _randomTime;
// }
// private void Update()
// {
// if (_controller.CanRun && _controller.IsAI)
// {
// offsetTimer += Time.deltaTime;
// if (offsetTimer >= _randomTime)
// {
// offsetTimer = 0;
// _offset = 6f * Mathf.Sin(Time.time * Time.deltaTime * _randomTime);
// }
// }
// if (_notOnTrack)
// {
// _respawnTimer += Time.deltaTime;
// if (_respawnTimer > 1f)
// {
// //if (_controller.IsAI == false)
// // GamePlayUI.Instance?.Respawning(_notOnTrack);
// }
// if (_respawnTimer > 3f)
// {
// _notOnTrack = false;
// _respawnTimer = 0f;
// RespawnOnRoad();
// }
// }
// else
// {
// _respawnTimer = 0f;
// //if (_controller.IsAI == false)
// // GamePlayUI.Instance?.Respawning(_notOnTrack);
// }
// // FollowRoute(); // Uncomment if you want to call it from Update
// }
// private void FixedUpdate()
// {
// if (_controller.CanRun == false)
// {
// _notOnTrack = false;
// return;
// }
// if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _hit, 10f))
// {
// _notOnTrack = _hit.collider.CompareTag("Ground");
// if (!_notOnTrack)
// {
// if (Physics.Raycast(transform.position + Vector3.forward, transform.forward, out _hit, 5f))
// _notOnTrack = _hit.collider.CompareTag("Wall");
// else
// _notOnTrack = false;
// }
// }
// else
// {
// _notOnTrack = false;
// }
// FollowRoute();
// }
// private void FollowRoute()
// {
// if (Time.deltaTime > 0f)
// _speed = Speed;
// _target.position = Waypoint.GetRoutePoint(_progressDistance + _lookAheadForTargetOffset + _lookAheadForTargetFactor * _speed).position + Vector3.right * _offset;
// _target.rotation = Quaternion.LookRotation(Waypoint.GetRoutePoint(_progressDistance + _lookAheadForSpeedOffset + _lookAheadForSpeedFactor * _speed).direction);
// _progressPoint = Waypoint.GetRoutePoint(_progressDistance);
// _progressDelta = _progressPoint.position - transform.position;
// if (Vector3.Dot(_progressDelta, _progressPoint.direction) < 0f)
// _progressDistance += _progressDelta.magnitude * 0.5f;
// _lastPosition = transform.position;
// }
// private void RespawnOnRoad()
// {
// _controller.Sleep();
// transform.position = _target.position + new Vector3(0, 0.5f, 0);
// transform.rotation = _target.rotation;
// _controller.WakeUp();
// }
//}