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Bildschirmflausch-LD41/Assets/Scripts/PlayerMovement.cs
2018-04-23 18:21:09 +02:00

83 lines
2.5 KiB
C#

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<Rigidbody2D>();
}
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
Vector3 acc = transform.up * acceleration;
if (Input.GetAxis("Vertical") < 0)
acc *= 0;
rb.AddForce(acc);
}
{// Drag
Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
if (Input.GetAxis("Vertical") < 0) {
drag *= brake;
drag *= speed;
}
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);
}
//transform.Rotate(Vector3.forward * turnSpeed);
if (Input.GetAxis("Horizontal") < 0)
{
//rb.rotation += turnSpeed;
rb.MoveRotation(rb.rotation + turnSpeed);
} else
//transform.Rotate(Vector3.forward * turnSpeed);
if (Input.GetAxis("Horizontal") > 0)
{
//rb.rotation -= turnSpeed;
rb.MoveRotation(rb.rotation - turnSpeed);
} else {
rb.MoveRotation(rb.rotation);
}
//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);
}
}