using UnityEngine; public class PlayerMovement : MonoBehaviour { private bool firstKeyPressed; [SerializeField] public float acceleration = 3; [SerializeField] public float friction = 0.1f; [SerializeField] public float turnSpeed = 2; [SerializeField] public float drift = 1f; [SerializeField] public float brake = 2f; Rigidbody2D rb; // Use this for initialization void Start() { rb = GetComponent(); } void Update() { if ( !firstKeyPressed && Input.anyKey ) { firstKeyPressed = true; } } void FixedUpdate() { if ( !firstKeyPressed ) return; Vector3 speedVec = new Vector3(rb.velocity.x, rb.velocity.y, 0); float speed = speedVec.magnitude; { // Forward rb.AddForce(transform.up * acceleration); } {// Drag Vector3 drag = speedVec.normalized * speed * speed * friction * -1; if ( Input.GetKey(KeyCode.S) ) drag *= brake; rb.AddForce(drag); Debug.DrawLine(transform.position, transform.position + drag, Color.cyan, 0.01f, false); } { // Drift Vector3 forwardNorm = ( transform.localRotation * Vector3.up ).normalized * speedVec.magnitude; Vector3 br = forwardNorm - speedVec; br *= drift; rb.AddForce(br); //Debug.Log(br); Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false); } if ( Input.GetKey(KeyCode.A) ) rb.MoveRotation(rb.rotation + turnSpeed); //transform.Rotate(Vector3.forward * turnSpeed); if ( Input.GetKey(KeyCode.D) ) rb.MoveRotation(rb.rotation - turnSpeed); //transform.Rotate(Vector3.forward * -turnSpeed); // Debug lines Debug.DrawLine(transform.position, transform.position + speedVec, Color.magenta, 0.01f, false); Debug.DrawLine(transform.position, transform.position + transform.localRotation * Vector3.up, Color.yellow, 0.01f, false); //Debug.Log(transform.localRotation.eulerAngles); //Debug.Log(transform.localRotation * Vector3.up); //Debug.Log(curspeed); } }