using Fusion; using UnityEngine; public class VehicleTracker : NetworkBehaviour { [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(); // _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; // waypointsCircuit=FindFirstObjectByType(); //} public override void Spawned() { base.Spawned(); // exactly your old Start() body: _linkedController = GetComponent(); _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; waypointsCircuit = FindObjectOfType(); } public override void FixedUpdateNetwork() { // only the host/state‐authority should drive the AI & resets if (!Object.HasStateAuthority) return; // copy your old FixedUpdate() ground check + waypoint update: if (_linkedController == null || !_linkedController.Running) { _isOffTrack = false; } else { // ground‐detection if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f)) _isOffTrack = _surfaceHit.collider.CompareTag("Ground"); else _isOffTrack = false; UpdateWaypointTracking(); } // copy your old Update() off‐track logic & side‐offset timer: if (_linkedController.Running && _linkedController.AIControlled) { _offsetSwitchTimer += Runner.DeltaTime; // use network delta if (_offsetSwitchTimer >= _offsetTimerRandom) { _offsetSwitchTimer = 0; _sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom); } } if (_isOffTrack) { _offTrackTimer += Runner.DeltaTime; if (_offTrackTimer > 3f) { _isOffTrack = false; _offTrackTimer = 0f; ResetToTrack(); } } else { _offTrackTimer = 0f; } } #region Commented //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 == null || !_linkedController.Running) // { // _isOffTrack = false; // return; // } // // 👇 Restrict to local player or server // if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f)) // { // _isOffTrack = _surfaceHit.collider.CompareTag("Ground"); // } // else // { // _isOffTrack = false; // } // UpdateWaypointTracking(); //} #endregion 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(); } }