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Driftology/Assets/Scripts/VehicleController.cs

302 lines
11 KiB
C#

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