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_tireTrail.emitting = - Mathf.Abs(_attachedController.LocalVelocity.x) > 25f && - _attachedController.CurrentSpeed > 70f; + _tireTrail.emitting = Mathf.Abs(_attachedController.LocalVelocity.x) > 25f && _attachedController.CurrentSpeed > 70f; + //_tireTrail.emitting = + //Mathf.Abs(_attachedController.LocalVelocity.x) > 5f && + //_attachedController.CurrentSpeed > 20f; } else { diff --git a/Assets/Scripts/VehicleController.cs b/Assets/Scripts/VehicleController.cs index 3e288f0..7bc01dc 100644 --- a/Assets/Scripts/VehicleController.cs +++ b/Assets/Scripts/VehicleController.cs @@ -147,6 +147,34 @@ public class VehicleController : MonoBehaviour HandleMovement(); } + //private void ProcessInputs() + //{ + // if (isAIControlled) + // { + // Vector3 targetPoint = targetTracker.TargetPos; + // targetPoint.y = transform.position.y; + + // Vector3 directionToTarget = (targetPoint - transform.position).normalized; + // float angleToTarget = Vector3.Angle(transform.forward, directionToTarget); + // float distanceToTarget = Vector3.Distance(transform.position, targetPoint); + + // if (distanceToTarget < targetStoppingDistance) + // inputVertical = 0f; + // else if (angleToTarget > 60f) + // inputVertical = 0.3f; + // else if (angleToTarget > 30f) + // inputVertical = 0.6f; + // else + // inputVertical = 0.95f; + + // inputHorizontal = 0f; + // } + // else + // { + // inputVertical = CnInputManager.GetAxis("Vertical"); + // inputHorizontal = CnInputManager.GetAxis("Horizontal"); + // } + //} private void ProcessInputs() { if (isAIControlled) @@ -171,8 +199,9 @@ public class VehicleController : MonoBehaviour } else { - inputVertical = CnInputManager.GetAxis("Vertical"); - inputHorizontal = CnInputManager.GetAxis("Horizontal"); + // 👇 Dampen steering sensitivity + inputHorizontal = Mathf.Clamp(CnInputManager.GetAxis("Horizontal") * 0.85f, -1f, 1f); + inputVertical = Mathf.Clamp(CnInputManager.GetAxis("Vertical"), -1f, 1f); } } @@ -316,6 +345,7 @@ public class VehicleController : MonoBehaviour { velocityLocal = vehicleRigidbody.transform.InverseTransformDirection(vehicleRigidbody.velocity); + // Apply lateral friction wheelFrictionMaterial.dynamicFriction = _frictionCurve.Evaluate(Mathf.Abs(velocityLocal.x / 100f)); steeringMultiplier = _turnCurve.Evaluate(velocityLocal.magnitude / maxSpeed); @@ -323,14 +353,30 @@ public class VehicleController : MonoBehaviour { steeringSign = Mathf.Sign(velocityLocal.z); - if (Mathf.Abs(accelerationInput) > 0.1f) - vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSign * steeringSensitivity * 100f * steeringMultiplier /** steeringFactor*/)); + // Steering torque + if (inputVertical > 0.1f || velocityLocal.z > 1f) + vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSign * steeringSensitivity * 100f * steeringMultiplier)); + else if (inputVertical < -0.1f || velocityLocal.z < -1f) + vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSign * steeringSensitivity * 100f * steeringMultiplier)); - if (Mathf.Abs(accelerationInput) > 0.1f) - sphereRigidbody.velocity = Vector3.Lerp(sphereRigidbody.velocity, vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed), accelerationForce / 10f * Time.fixedDeltaTime); + // Brake logic (if needed) + // You can add: sphereRigidbody.constraints = brakeInput > 0.1f ? RigidbodyConstraints.FreezeRotationX : RigidbodyConstraints.None; + // Velocity alignment using Lerp (matches reference) + if (Mathf.Abs(inputVertical) > 0.1f && brakeInput < 0.1f) + { + Vector3 targetVelocity = vehicleRigidbody.transform.forward * (inputVertical * maxSpeed); + sphereRigidbody.velocity = Vector3.Lerp( + sphereRigidbody.velocity, + targetVelocity, + accelerationForce / 10f * Time.fixedDeltaTime + ); + } + + // Downforce for grip sphereRigidbody.AddForce(-transform.up * (downforce * sphereRigidbody.mass)); + // Align car with surface vehicleRigidbody.MoveRotation( Quaternion.Slerp( vehicleRigidbody.rotation, @@ -341,17 +387,61 @@ public class VehicleController : MonoBehaviour } else { + // Optional: allow air control if (allowAirControl) - vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSensitivity * 100f * steeringMultiplier /** steeringFactor*/)); + { + vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSensitivity * 100f * steeringMultiplier)); + } + // Apply velocity while airborne sphereRigidbody.velocity = Vector3.Lerp( sphereRigidbody.velocity, - (vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed)) + Vector3.down * (gravityForce * 9.8f), - (accelerationForce / 25f) * Time.deltaTime + vehicleRigidbody.transform.forward * (inputVertical * maxSpeed) + Vector3.down * gravityForce * 9.8f, + accelerationForce / 25f * Time.deltaTime ); } } - //private void HandleMovement() + + //private void HandleMovement() //second + //{ + // velocityLocal = vehicleRigidbody.transform.InverseTransformDirection(vehicleRigidbody.velocity); + + // wheelFrictionMaterial.dynamicFriction = _frictionCurve.Evaluate(Mathf.Abs(velocityLocal.x / 100f)); + // steeringMultiplier = _turnCurve.Evaluate(velocityLocal.magnitude / maxSpeed); + + // if (Grounded) + // { + // steeringSign = Mathf.Sign(velocityLocal.z); + + // if (Mathf.Abs(accelerationInput) > 0.1f) + // vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSign * steeringSensitivity * 100f * steeringMultiplier /** steeringFactor*/)); + + // if (Mathf.Abs(accelerationInput) > 0.1f) + // sphereRigidbody.velocity = Vector3.Lerp(sphereRigidbody.velocity, vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed), accelerationForce / 10f * Time.fixedDeltaTime); + + // sphereRigidbody.AddForce(-transform.up * (downforce * sphereRigidbody.mass)); + + // vehicleRigidbody.MoveRotation( + // Quaternion.Slerp( + // vehicleRigidbody.rotation, + // Quaternion.FromToRotation(vehicleRigidbody.transform.up, surfaceHit.normal) * vehicleRigidbody.transform.rotation, + // 0.12f + // ) + // ); + // } + // else + // { + // if (allowAirControl) + // vehicleRigidbody.AddTorque(Vector3.up * (steeringAI * steeringSensitivity * 100f * steeringMultiplier /** steeringFactor*/)); + + // sphereRigidbody.velocity = Vector3.Lerp( + // sphereRigidbody.velocity, + // (vehicleRigidbody.transform.forward * (accelerationInput * maxSpeed)) + Vector3.down * (gravityForce * 9.8f), + // (accelerationForce / 25f) * Time.deltaTime + // ); + // } + //} + //private void HandleMovement() //original //{ // velocityLocal = vehicleRigidbody.transform.InverseTransformDirection(vehicleRigidbody.velocity);