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using UnityEngine;
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using CnControls;
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using Fusion;
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public enum SurfaceDetection
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{
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RayCast,
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SphereCast
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}
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public class VehicleController : NetworkBehaviour
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{
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[SerializeField] float currentSpeed = 0f;
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[SerializeField] float steeringAI = 0f;
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[SerializeField] bool isAIControlled = false;
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[SerializeField] SurfaceDetection groundDetection = SurfaceDetection.RayCast;
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[SerializeField] LayerMask driveableSurface = -1;
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[SerializeField] float maxSpeed = 100f;
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[SerializeField] float baseAcceleration = 10f;
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[SerializeField] float steeringSensitivity = 10f;
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[SerializeField] float gravityForce = 9.8f;
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[SerializeField] float downforce = 5f;
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[SerializeField] float brakeThreshold = 30f;
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[SerializeField] float targetStoppingDistance = 5f;
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[SerializeField] bool allowAirControl = false;
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[SerializeField] AnimationCurve _frictionCurve = new AnimationCurve();
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[SerializeField] AnimationCurve _turnCurve = new AnimationCurve();
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[SerializeField, Range(0, 10)] float bodyTiltAmount = 0.5f;
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[SerializeField] Transform carBodyVisual = null;
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[SerializeField, Range(0.1f, 1f)] float skidMarkWidth = 0.25f;
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[SerializeField, Range(0.1f, 10f)] float skidMarkDuration = 5f;
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[SerializeField] Transform wheelFrontLeft = null;
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[SerializeField] Transform wheelFrontRight = null;
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[SerializeField] Transform wheelRearLeft = null;
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[SerializeField] Transform wheelRearRight = null;
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[SerializeField] Transform frontLeftAxle = null;
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[SerializeField] Transform frontRightAxle = null;
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[SerializeField] GameObject speedVisualEffects = null;
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[SerializeField] Rigidbody sphereRigidbody = null;
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[SerializeField] PhysicMaterial wheelFrictionMaterial = null;
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[SerializeField] Transform cameraFollowTarget = null;
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private bool isRunning = false;
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private bool isOnGround = false;
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private bool hasTurboBoost = true;
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public bool nosActive = false;
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private float accelerationInput = 0f;
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private float brakeInput = 0f;
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private float accelerationForce = 0f;
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private float steeringSign = 0f;
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private float inputHorizontal = 0f;
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private float inputVertical = 0f;
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private float wheelRadius = 0f;
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private float desiredTurnAngle = 0f;
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private float distanceToTarget = 0f;
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private float angleDifference = 0f;
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private float maxGroundDistance = 0f;
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private float counterSteerValue = 0f;
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private float steeringMultiplier = 0f;
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private Vector3 velocityLocal = Vector3.zero;
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private Vector3 forwardDirection = Vector3.zero;
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private Vector3 directionToTarget = Vector3.zero;
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private Vector3 movementDirection = Vector3.zero;
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private RaycastHit surfaceHit;
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private Rigidbody vehicleRigidbody = null;
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private VehicleTracker targetTracker = null;
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public bool AIControlled => isAIControlled;
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public bool Running => isRunning;
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public bool Grounded => isOnGround;
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public float SkidWidth => skidMarkWidth;
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public float SkidDuration => skidMarkDuration;
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public float CurrentSpeed => velocityLocal.z;
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public float MaximumSpeed => maxSpeed;
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public bool InputsActive => inputHorizontal != 0 || inputVertical != 0 || nosActive;
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public NOSController nosController;
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internal float SteeringSensitivity
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{
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get => steeringSensitivity;
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set => steeringSensitivity = value;
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}
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public Vector3 LocalVelocity => velocityLocal;
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public Transform FollowTarget => cameraFollowTarget;
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[Range(0.3f, 1f)] public float steeringFactor = 1f;
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public override void Spawned()
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{
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base.Spawned();
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InitializeVehicle();
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}
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// 1) Fusion will call this every tick to collect local input
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// 2) Fusion runs your simulation here instead of Update/FixedUpdate
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public override void FixedUpdateNetwork()
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{
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// First, only run simulation if the vehicle is “running”
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if (!isRunning)
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return;
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// Try to fetch the fused input struct…
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if (GetInput(out CarNetworkInput data))
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{
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// …and only then unpack it
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if (Object.HasInputAuthority)
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{
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inputHorizontal = data.Horizontal;
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inputVertical = data.Vertical;
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if (data.NOS)
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ActivateNOS();
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}
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}
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// Now do your physics & visuals exactly as before
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CheckGround();
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HandleMovement();
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UpdateVisuals();
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}
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private void Awake()
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{
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vehicleRigidbody = GetComponent<Rigidbody>();
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targetTracker = GetComponent<VehicleTracker>();
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wheelRadius = sphereRigidbody.GetComponent<SphereCollider>().radius;
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nosController = GetComponent<NOSController>();
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maxGroundDistance = wheelRadius + 0.5f;
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InitializeVehicle();
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}
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public void InitializeVehicle()
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{
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isRunning = true;
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if (!isAIControlled)
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accelerationForce = baseAcceleration;
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}
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public void StopVehicle()
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{
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isRunning = false;
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velocityLocal = Vector3.zero;
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currentSpeed = 0f;
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steeringAI = 0f;
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}
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//private void Update()
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//{
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// if (!isRunning) return;
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// UpdateVisuals();
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// ProcessInputs();
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// ApplyControls();
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//}
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private void ProcessInputs()
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{
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inputVertical = CnInputManager.GetAxis("Vertical");
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inputHorizontal = CnInputManager.GetAxis("Horizontal");
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}
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private void UpdateVisuals()
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{
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counterSteerValue = (Mathf.Abs(velocityLocal.x) > 20f) ? -1f : 1f;
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if (wheelFrontLeft) wheelFrontLeft.localRotation = Quaternion.Slerp(wheelFrontLeft.localRotation, Quaternion.Euler(0, 45f * counterSteerValue * steeringAI, 0), 0.1f);
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if (wheelFrontRight) wheelFrontRight.localRotation = Quaternion.Slerp(wheelFrontRight.localRotation, Quaternion.Euler(0, 45f * counterSteerValue * steeringAI, 0), 0.1f);
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frontLeftAxle?.Rotate(Vector3.right * (CurrentSpeed * 0.75f));
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frontRightAxle?.Rotate(Vector3.right * (CurrentSpeed * 0.75f));
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wheelRearLeft?.Rotate(Vector3.right * (CurrentSpeed * 0.75f));
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wheelRearRight?.Rotate(Vector3.right * (CurrentSpeed * 0.75f));
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if (carBodyVisual)
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{
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if (velocityLocal.z > 1)
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carBodyVisual.localRotation = Quaternion.Slerp(carBodyVisual.localRotation,
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Quaternion.Euler(Mathf.Lerp(0, -5, velocityLocal.z / maxSpeed), 0, Mathf.Clamp(desiredTurnAngle * steeringAI, -bodyTiltAmount, bodyTiltAmount)), 0.05f);
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else
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carBodyVisual.localRotation = Quaternion.Slerp(carBodyVisual.localRotation, Quaternion.identity, 0.05f);
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}
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if (speedVisualEffects)
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speedVisualEffects.SetActive(velocityLocal.z > 10);
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}
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private void ApplyControls()
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{
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Vector3 targetPoint = targetTracker.TargetPos;
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targetPoint.y = transform.position.y;
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directionToTarget = (targetPoint - transform.position).normalized;
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forwardDirection = transform.forward.normalized;
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desiredTurnAngle = Mathf.Abs(Vector3.Angle(forwardDirection, Vector3.ProjectOnPlane(directionToTarget, transform.up)));
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distanceToTarget = Vector3.Distance(transform.position, targetTracker.TargetPos);
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movementDirection = (targetTracker.TargetPos - transform.position).normalized;
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float alignment = Vector3.Dot(transform.forward, movementDirection);
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angleDifference = Vector3.Angle(transform.forward, movementDirection);
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brakeInput = 0f;
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if (distanceToTarget > targetStoppingDistance)
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{
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accelerationInput = alignment > 0f ? inputVertical : (distanceToTarget > 5f ? inputVertical : -1f);
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steeringAI = (Vector3.SignedAngle(transform.forward, movementDirection, Vector3.up) > 0f ? 1f : -1f)
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* _turnCurve.Evaluate(desiredTurnAngle / 160f);
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}
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else
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{
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steeringAI = 0f;
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}
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if (!isAIControlled)
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steeringAI += inputHorizontal;
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currentSpeed = Mathf.Round(CurrentSpeed);
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}
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//private void FixedUpdate()
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//{
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// if (!isRunning) return;
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// CheckGround();
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// HandleMovement();
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//}
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private void CheckGround()
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{
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if (groundDetection == SurfaceDetection.RayCast)
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{
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isOnGround = Physics.Raycast(sphereRigidbody.position, Vector3.down, out surfaceHit, maxGroundDistance, driveableSurface)
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|| Physics.Raycast(sphereRigidbody.position + Vector3.forward * 3f, Vector3.down, out surfaceHit, maxGroundDistance, driveableSurface)
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|| Physics.Raycast(sphereRigidbody.position - Vector3.forward * 3f, Vector3.down, out surfaceHit, maxGroundDistance, driveableSurface);
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}
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else if (groundDetection == SurfaceDetection.SphereCast)
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{
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isOnGround = Physics.SphereCast(sphereRigidbody.position + wheelRadius * Vector3.up, wheelRadius + 0.25f, -transform.up, out surfaceHit, maxGroundDistance, driveableSurface);
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}
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else isOnGround = false;
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}
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private void HandleMovement()
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{
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velocityLocal = vehicleRigidbody.transform.InverseTransformDirection(vehicleRigidbody.velocity);
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if (angleDifference > brakeThreshold && velocityLocal.z > 15f)
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{
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wheelFrictionMaterial.dynamicFriction = 0.01f;
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}
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else
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{
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wheelFrictionMaterial.dynamicFriction = _frictionCurve.Evaluate(Mathf.Abs(velocityLocal.x / 100));
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}
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steeringMultiplier = _turnCurve.Evaluate(velocityLocal.magnitude / maxSpeed);
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if (Grounded)
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{
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steeringSign = Mathf.Sign(velocityLocal.z);
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if (Mathf.Abs(accelerationInput) > 0.1f)
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vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSign * steeringSensitivity * 100f * steeringMultiplier * steeringFactor));
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if (Mathf.Abs(accelerationInput) > 0.1f)
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sphereRigidbody.velocity = Vector3.Lerp(sphereRigidbody.velocity, vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed), accelerationForce / 10f * Time.fixedDeltaTime);
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sphereRigidbody.AddForce(-transform.up * (downforce * sphereRigidbody.mass));
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vehicleRigidbody.MoveRotation(Quaternion.Slerp(vehicleRigidbody.rotation, Quaternion.FromToRotation(vehicleRigidbody.transform.up, surfaceHit.normal) * vehicleRigidbody.transform.rotation, 0.12f));
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}
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else
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{
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if (allowAirControl)
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vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSensitivity * 100f * steeringMultiplier * steeringFactor));
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sphereRigidbody.velocity = Vector3.Lerp(sphereRigidbody.velocity, (vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed)) + Vector3.down * (gravityForce * 9.8f), (accelerationForce / 25f) * Time.deltaTime);
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}
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}
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internal void DisableVehicle()
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{
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enabled = false;
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sphereRigidbody.gameObject.SetActive(false);
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sphereRigidbody.velocity = Vector3.zero;
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sphereRigidbody.Sleep();
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vehicleRigidbody.velocity = Vector3.zero;
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vehicleRigidbody.Sleep();
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}
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public void ActivateNOS()
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{
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ActivateNOS(true);
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//nosController._isBoosting = true;
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}
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public void ActivateNOS(bool active, float bonusAcceleration = 10f)
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{
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nosActive = active;
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accelerationForce = active ? accelerationForce + bonusAcceleration : baseAcceleration;
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}
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internal void EnableVehicle()
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{
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enabled = true;
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sphereRigidbody.gameObject.SetActive(true);
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}
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}
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