142 lines
4.1 KiB
C#
142 lines
4.1 KiB
C#
using UnityEngine;
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public class PlayerMovement : MonoBehaviour {
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bool firstKeyPressed;
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bool messagePosted;
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[SerializeField]
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public float acceleration = 3;
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[SerializeField]
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public float friction = 0.1f;
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[SerializeField]
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public float turnSpeed = 2;
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[SerializeField]
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public float drift = 1f;
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[SerializeField]
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public float brake = 2f;
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// The time of the acceleration/deceleration sounds in seconds
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public double accelerationTime;
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public double decelerationTime;
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public enum SpeedState
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{
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SLOW, FASTER, FAST, SLOWER
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}
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public SpeedState state;
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public double changeTime;
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Rigidbody2D rb;
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// Use this for initialization
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void Start() {
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rb = GetComponent<Rigidbody2D>();
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messagePosted = false;
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state = SpeedState.SLOW;
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}
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void Update() {
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if (!firstKeyPressed && !messagePosted) {
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messagePosted = true;
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GameController.instance.GetUI().GetNotificationManager().ShowMessage("Press any key to start!", 2);
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}
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if ( !firstKeyPressed && Input.anyKey ) {
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firstKeyPressed = true;
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state = SpeedState.FASTER;
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changeTime = Time.time;
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}
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}
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void FixedUpdate() {
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if ( !firstKeyPressed )
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return;
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Vector3 speedVec = new Vector3(rb.velocity.x, rb.velocity.y, 0);
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float speed = speedVec.magnitude;
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bool braking = Input.GetAxis("Vertical") < 0;
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if (braking) {
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switch (state) {
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case SpeedState.FASTER:
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if (Time.time - changeTime > accelerationTime)
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state = SpeedState.SLOWER;
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break;
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case SpeedState.FAST:
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changeTime = Time.time;
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state = SpeedState.SLOWER;
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break;
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case SpeedState.SLOWER:
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if (Time.time - changeTime > decelerationTime)
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state = SpeedState.SLOW;
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break;
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case SpeedState.SLOW:
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break;
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}
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} else {
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switch (state)
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{
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case SpeedState.FASTER:
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if (Time.time - changeTime > accelerationTime)
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state = SpeedState.FAST;
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break;
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case SpeedState.FAST:
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break;
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case SpeedState.SLOWER:
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if (Time.time - changeTime > decelerationTime)
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state = SpeedState.FASTER;
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break;
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case SpeedState.SLOW:
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changeTime = Time.time;
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state = SpeedState.FASTER;
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break;
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}
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}
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{ // Forward
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Vector3 acc = transform.up * acceleration;
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if (braking)
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acc *= 0;
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rb.AddForce(acc);
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}
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{// Drag
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Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
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if (braking) {
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drag *= brake;
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drag *= speed;
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}
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rb.AddForce(drag);
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Debug.DrawLine(transform.position, transform.position + drag, Color.cyan, 0.01f, false);
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}
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{ // Drift
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Vector3 forwardNorm = ( transform.localRotation * Vector3.up ).normalized * speedVec.magnitude;
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Vector3 br = forwardNorm - speedVec;
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br *= drift;
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rb.AddForce(br);
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//Debug.Log(br);
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Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false);
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}
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//transform.Rotate(Vector3.forward * turnSpeed);
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if (Input.GetAxis("Horizontal") < 0)
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{
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//rb.rotation += turnSpeed;
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rb.MoveRotation(rb.rotation + turnSpeed);
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} else
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//transform.Rotate(Vector3.forward * turnSpeed);
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if (Input.GetAxis("Horizontal") > 0)
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{
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//rb.rotation -= turnSpeed;
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rb.MoveRotation(rb.rotation - turnSpeed);
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} else {
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rb.MoveRotation(rb.rotation);
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}
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//transform.Rotate(Vector3.forward * -turnSpeed);
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// Debug lines
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Debug.DrawLine(transform.position, transform.position + speedVec, Color.magenta, 0.01f, false);
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Debug.DrawLine(transform.position, transform.position + transform.localRotation * Vector3.up, Color.yellow, 0.01f, false);
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//Debug.Log(transform.localRotation.eulerAngles);
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//Debug.Log(transform.localRotation * Vector3.up);
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//Debug.Log(curspeed);
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}
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}
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