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; public WaypointCircuit[] allwaypointCircuits; private float _offsetSwitchTimer; private void Start() { _linkedController = GetComponent(); _targetTracker = new GameObject(name + " Tracker Target").transform; _targetTracker.SetParent(transform); _targetTracker.localPosition = new Vector3(0, -0.86f, 0); _targetTracker.localRotation = Quaternion.identity; _distanceTraveled = 0f; _offsetTimerRandom = Random.Range(2.5f, 15f); _offsetSwitchTimer = _offsetTimerRandom; allwaypointCircuits = FindObjectsOfType(); for (int i = 0; i < allwaypointCircuits.Length; i++) { if (allwaypointCircuits[i].accepted == false) { allwaypointCircuits[i].accepted = true; waypointsCircuit = allwaypointCircuits[i]; break; } } } private void FixedUpdate() { if (_linkedController == null || !_linkedController.Running) { _isOffTrack = false; Debug.Log("is off track1"); } else { if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f)) { _isOffTrack = !_surfaceHit.collider.CompareTag("Ground"); Debug.Log("is off track2: " + _isOffTrack); } else { _isOffTrack = false; Debug.Log("is off track1"); } UpdateWaypointTracking(); } if (_linkedController.Running && _linkedController.AIControlled) { _offsetSwitchTimer += Time.deltaTime; if (_offsetSwitchTimer >= _offsetTimerRandom) { _offsetSwitchTimer = 0; _sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom); } } if (_isOffTrack) { _offTrackTimer += Time.deltaTime; if (_offTrackTimer > 3f) { _isOffTrack = false; _offTrackTimer = 0f; ResetToTrack(); } } else { _offTrackTimer = 0f; } } 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, 1.5f, 0); transform.rotation = _targetTracker.rotation; _linkedController.EnableVehicle(); } }