Unity C#: Brake-system on an Spaceship - c#

I have a Spaceship Controller Script, but my Brake-system doesnt works, does anyone knows an solution?
Definition of currentSpeed:
currentSpeed = Vector3.Dot(transform.forward, rigidbody.velocity);
Here is how i set the speed:
if (throttle)//throttle = is space pressed
{
isBraking = false;
transform.position += transform.forward * enginePower * Time.deltaTime;
// ...
}
This Code runs if space(forward button) isnt pressed.
if (currentSpeed > minBrakeSpeed)
{
isBraking = true;
}
else
{
isBraking = false;
}
if (isBraking)
{
currentSpeed -= brakePower * Time.deltaTime;
rigidbody.velocity = transform.forward * currentSpeed;
}

Related

Unity character doesn't stop sprinting

I only recently got into Unity, and I have made a character movement system; everything is working besides from sprinting. I have the user use "Left Shift" to sprint, although it seems sprinting never turns off. I'm not quite sure the reasoning as to why this happens or what part of code could be fixed to accommodate for this, as such, I have attached the source file of movement.
Here is the paste: https://pastebin.com/S1h5pEwq
In particular, this is the movement function:
void Movement()
{
Vector2 axis = new Vector2(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal")) * walkSpeed;
Vector3 forward = new Vector3(-Camera.main.transform.right.z, 0.0f, Camera.main.transform.right.x);
Vector3 wishDirection = (forward * axis.x + Camera.main.transform.right * axis.y + Vector3.up * rb.velocity.y);
rb.velocity = wishDirection;
if (Input.GetKey(KeyCode.LeftShift))
{
isSprinting = true;
}
else
{
isSprinting = false;
}
if (isSprinting == true)
{
walkSpeed = 10.0f;
}
}
More specifically, my goal is to have Sprint be activated strictly while the key is pressed.
Try this:
void Movement()
{
Vector2 axis = new Vector2(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal")) * walkSpeed;
Vector3 forward = new Vector3(-Camera.main.transform.right.z, 0.0f, Camera.main.transform.right.x);
Vector3 wishDirection = (forward * axis.x + Camera.main.transform.right * axis.y + Vector3.up * rb.velocity.y);
rb.velocity = wishDirection;
if (Input.GetKey(KeyCode.LeftShift))
{
isSprinting = true;
}
else
{
isSprinting = false;
}
if (isSprinting == true)
{
walkSpeed = 10.0f;
}
else
{
walkSpeed = 0.0f
}
}
The problem in your script was that you were not resetting the speed.
If(Input.GetKeyUp(KeyCode.LeftShift)){
isSprinting = false;
}
This will do, you didn't check when the player stopped pressing shift.

How can i move the characters at random speed range?

Now all the objects are moving at the same speed using moveSpeed global variable.
private void MoveToNextFormation()
{
float step = moveSpeed * Time.deltaTime;
for (int i = 0; i < squadMembers.Count; i++)
{
squadMembers[i].transform.LookAt(newpos[i]);
if (randomSpeed == true)
{
step = Random.Range(3, 50) * Time.deltaTime;
}
squadMembers[i].transform.position =
Vector3.MoveTowards(squadMembers[i].transform.position, newpos[i], step);
if (Vector3.Distance(squadMembers[i].transform.position, newpos[i]) < threshold)
{
if (squareFormation == true)
{
Vector3 degrees = new Vector3(0, -90f, 0);
Quaternion quaternion = Quaternion.Euler(degrees);
squadMembers[i].transform.rotation = Quaternion.Slerp(squadMembers[i].transform.rotation, quaternion, rotateSpeed * Time.deltaTime);
}
else
{
squadMembers[i].transform.rotation = Quaternion.Slerp(squadMembers[i].transform.rotation, qua[i], rotateSpeed * Time.deltaTime);
}
}
}
}
I tried to add this part:
if (randomSpeed == true)
{
step = Random.Range(3, 50) * Time.deltaTime;
}
But it's not effecting on the speed movement.
I want each character to move in another speed.

Ai spins all the time when collision occurs

Have a simple AI thats follows the player when in range and randomly moves the ai around when it's not in the player range. When the AI hits a wall and is out of the players range it starts to spin all the time. Can't work out why it keeps doing so.
I may be missing a simple thing...
Many thanks for any help.
void Update()
{
Target = GameObject.FindGameObjectWithTag("Player");
if (Vector3.Distance(Target.transform.position, transform.position) < 25)
{
followPlayer();
}
else
{
randomMovement();
}
}
public void followPlayer()
{
if (Vector3.Distance(transform.position, Target.transform.position) >= MinDist)
{
transform.position += transform.forward * MoveSpeed * Time.deltaTime;
transform.LookAt(Target.transform);
if (Vector3.Distance(transform.position, Target.transform.position) <= MaxDist)
{
}
}
else
{
}
}
public void randomMovement()
{
transform.position += transform.forward * MoveSpeed * Time.deltaTime;
transform.Rotate(RandomDirection * Time.deltaTime * 10.0f);
}
void OnCollisionEnter(Collision col)
{
bool hasTurned = false;
if (col.transform.gameObject.name != "Terrain")
{
if(hasTurned == false)
{
RandomDirection = new Vector3(0, Mathf.Sin(TimeBetween) * (RotationRange / 2) + OriginalDirection, 0);
randomMovement();
hasTurned = true;
}
else
{
randomMovement();
hasTurned = false;
}
Debug.Log("Hit");
}
The reason it is continuously spinning is because you are continuously calling randomMovement() in your Update() which continously applies a rotation to your object with Rotate(). It sounds like what you are instead trying to do is have the object wander aimlessly every few seconds. You could do this by implementing on timer on your randomMovement() so that every few seconds, it generates a new rotation(similar to what you have in the onCollision). Example below.
float t = 0;
public void randomMovement()
{
transform.position += transform.forward * MoveSpeed * Time.deltaTime;
t += Time.deltaTime;
if (t > 3f) // set to a new rotation every 3 seconds.
{
t = 0; // reset timer
RandomDirection = new Vector3(0, Random.Range(0f, 360f), 0); // turn towards random direction
transform.Rotate(RandomDirection);
}
}

move to last pressed direction without diagonal move

Currently I am working on some player movements. The main idea of my player moves only horizontal and vertical, not diagonal. I couldn't find any reasonable solution for this problem. I really don't want to use rigidbody or character.controller for now. The other thing I want to achieve is, when I pressed multiple direction keys, I want my player move directly to last pressed direction. Here is my code:
using UnityEngine;
using System.Collections;
public class controller : MonoBehaviour {
public int movementspeed;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetKey (KeyCode.A)) {
//ratation
transform.localEulerAngles = new Vector3(0,270,0);
//move
transform.Translate (transform.right * movementspeed * Time.deltaTime);
}
else if(Input.GetKey (KeyCode.D)) {
//ratation
transform.localEulerAngles = new Vector3(0,90,0);
//move
transform.Translate (transform.right *(-1)* movementspeed * Time.deltaTime);
}
else if(Input.GetKey (KeyCode.S)) {
//ratation
transform.localEulerAngles = new Vector3(0,180,0);
//move
transform.Translate (transform.forward * (-1) * movementspeed * Time.deltaTime);
}
else if (Input.GetKey (KeyCode.W)) {
//ratation
transform.localEulerAngles = new Vector3(0,0,0);
//move
transform.Translate (transform.forward * movementspeed * Time.deltaTime);
}
else if (Input.GetKey (KeyCode.A)) {
//ratation
transform.localEulerAngles = new Vector3(0,270,0);
//move
transform.Translate (transform.right * movementspeed * Time.deltaTime);
}
}
}
The structure of your selection statement will not give you this functionality. As it will check the first if, then if false, it will check the next else if, and so on. So if I hold down A, no matter what I press, I will always only reach the A part of the code.
What I would do if I were you, is to add another layer on top of this. Only detect key down events, and set matching variables. When you set these, disable the others. Then use these variables for moving. Like this:
bool left, right, up, down;
void CheckInput() {
if (Input.GetKeyDown(KeyCode.W) {
up = true;
left = right = down = false;
}
if (Input.GetKeyDown(KeyCode.S) {
down = true;
left = right = up = false;
}
if (Input.GetKeyDown(KeyCode.A) {
left = true;
right = up = down = false;
}
if (Input.GetKeyDown(KeyCode.D) {
right= true;
left= up = down = false;
}
//And then do matching OnKeyUp events to set them false
}
void Update() {
CheckInput();
if (left)
//Move left
if (right)
//Move right
//etc.
}

Wall jumping height decreases with each jump

Solved - I ended up removing playerController.SimpleMove and having playerController.Move control all the player's movement.
So I have been trying to make my character wall jump between to walls. I've been able to make it work however, after each successful wall jump the height of the next jump decreases. This gets to the point where it starts wall jumping downwards. I have no idea why it does this. Before each time pressing the space bar, I am resetting the movement Vector3's to zero and then reapplying the correct values to the jump. I have even gone through the console to look at the vertical changes and neither moveDirection and moveAmount get a large enough value change to make this happen.
Because I am just trying this out, below is all the code that is affecting the player.
public float rotateSpeed = 3.0f;
public float walkSpeed = 5.0f;
public float runSpeed = 15.0f;
public float jumpSpeed = 10.0f;
public float acceleration = .05f;
public bool running = false;
public bool jumping = false;
public bool falling = false;
public bool onWall = false;
public bool wallJumping = false;
public bool stay = false;
private CharacterController playerController;
private Animator playerAnimator;
private float speed;
private Vector3 moveAmount;
private float animationSpeed;
private float currentSpeed;
private float targetSpeed;
private float moveSpeed;
float gravity = 10f;
private Vector3 moveDirection = Vector3.zero;
// Use this for initialization
void Start () {
playerController = GetComponent<CharacterController>();
playerAnimator = GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
transform.Rotate(0, Input.GetAxis("Horizontal") * rotateSpeed, 0);
if (onWall)
{
playerAnimator.SetBool("Wall Holding", true);
jumping = false;
}
else
{
playerAnimator.SetBool("Wall Holding", false);
}
if (stay)
{
moveDirection = Vector3.zero;
moveAmount = Vector3.zero;
}
#region Player Controls
if (Input.GetButton("Vertical") && !wallJumping)
{
moveSpeed = (Input.GetKey(KeyCode.LeftShift)) ? runSpeed : walkSpeed;
moveAmount = transform.TransformDirection(Vector3.forward);
}
else
{
moveSpeed = 0;
moveAmount = Vector3.zero;
}
if (playerController.isGrounded){
moveDirection = Vector3.zero;
jumping = false;
wallJumping = false;
onWall = false;
stay = false;
}
else
{
if (!stay)
onWall = false;
}
if (Input.GetKeyDown(KeyCode.Space))
{
if (playerController.isGrounded)
{
moveDirection.y = jumpSpeed;
jumping = true;
}
else if (onWall)
{
moveDirection = Vector3.zero;
moveAmount = Vector3.zero;
wallJumping = true;
moveDirection += transform.forward * jumpSpeed * 2f;
moveDirection += transform.up * jumpSpeed * 2f;
stay = false;
}
}
if (Input.GetKeyDown(KeyCode.F))
{
if (playerAnimator.GetBool("fight"))
{
playerAnimator.SetBool("fight", false);
}
else
{
playerAnimator.SetBool("fight", true);
}
}
#endregion Player Controls
moveDirection.y -= gravity * Time.deltaTime;
Debug.Log(moveDirection.x);
targetSpeed = Input.GetAxis("Vertical") * moveSpeed;
currentSpeed = SpeedFactor(targetSpeed, currentSpeed, acceleration);
if (currentSpeed > walkSpeed)
running = true;
else
running = false;
playerAnimator.SetFloat("movespeed", currentSpeed);
if (!stay)
{
playerController.SimpleMove(currentSpeed * moveAmount);
playerController.Move(moveDirection * Time.deltaTime);
}
}
private float SpeedFactor (float targetSpeed, float currentSpeed, float dilation) {
if ( currentSpeed < targetSpeed) {
currentSpeed += dilation;
if ( currentSpeed > targetSpeed) {
currentSpeed = targetSpeed;
}
}
else if ( currentSpeed > targetSpeed) {
currentSpeed -= dilation;
if ( currentSpeed < targetSpeed) {
currentSpeed = targetSpeed;
}
}
return currentSpeed;
}
void OnControllerColliderHit (ControllerColliderHit hit) {
if (hit.gameObject.tag == "JumpingWall" && !playerController.isGrounded && !onWall && (jumping || wallJumping))
{
onWall = true;
transform.Rotate(0,180,0);
stay = true;
}
}
The simplest explanation is that transform.forward and/or transform.up vectors begin to diverge from your expectations over time. This would explain how it even seems to be jumping "backwards" eventually when you apply the lines below. Are you sure these vectors are oriented as you expect after the jumper collides with a wall (prior to the next jump)?
moveDirection += transform.forward * jumpSpeed * 2f;
moveDirection += transform.up * jumpSpeed * 2f;

Categories

Resources