Attempting to Add CameraCollisionHandler to my 3rd person controller (Unity) - c#

i'm new to the world of Game Design and Unity and while following a tutorial i found i ran into this issue where my camera does not stay at the proper height and drops down the y coordinate of 0. My guess is it has something to do with when i set its position im overwriting the old one (Including the Y Coordinate). All feedback is greatly appreciated! My code is below...
using UnityEngine;
public class CameraManager : MonoBehaviour
{
InputManager inputManager;
public Transform targetTransform; //Target Object to be Followed...
public Transform cameraTransform; //Transform of the camera object.
public Transform cameraPivot; //Object used to pivot.
private float defaultPosition;
private Vector3 cameraFollowVelocity = Vector3.zero;
private Vector3 cameraVectorPosition;
public LayerMask collisionLayers; //Layers Camera can collide with.
public float cameraCollisionRadius = 0.2f;
public float cameraCollisionOffset = 0.2f; //Offset camera should have when colliding with the env...
public float minCollisionOffSet = 0.2f;
public float cameraFollowSpeed = 0.2f;
public float cameraLookSpeed = 2;
public float cameraPivotSpeed = 2;
public float lookAngle; // Left + Right
public float pivotAngle; // Up + Down
public float minPivotAngle = -35;
public float maxPivotAngle = 35;
private void Awake()
{
inputManager = FindObjectOfType<InputManager>();
targetTransform = FindObjectOfType<PlayerManager>().transform;
cameraTransform = Camera.main.transform;
defaultPosition = cameraTransform.localPosition.z;
}
private void FollowTarget() {
Vector3 targetPos = Vector3.SmoothDamp
(transform.position, targetTransform.position, ref cameraFollowVelocity, cameraFollowSpeed);
transform.position = targetPos;
}
private void RotateCamera() {
Vector3 rotation;
Quaternion targetRotation;
lookAngle = lookAngle + (inputManager.cameraInputX * cameraLookSpeed);
pivotAngle = pivotAngle - (inputManager.cameraInputY * cameraPivotSpeed);
pivotAngle = Mathf.Clamp(pivotAngle, minPivotAngle, maxPivotAngle);
rotation = Vector3.zero;
rotation.y = lookAngle;
targetRotation = Quaternion.Euler(rotation);
transform.rotation = targetRotation;
rotation = Vector3.zero;
rotation.x = pivotAngle;
targetRotation = Quaternion.Euler(rotation);
cameraPivot.localRotation = targetRotation;
}
private void HandleCameraCollision()
{
float targetPosition = defaultPosition;
RaycastHit hit;
Vector3 direction = cameraTransform.position - cameraPivot.position;
direction.Normalize();
if (Physics.SphereCast
(cameraPivot.transform.position, cameraCollisionRadius, direction, out hit, Mathf.Abs(targetPosition), collisionLayers))
{
float distance = Vector3.Distance(cameraPivot.position, hit.point);
targetPosition = -(distance - cameraCollisionOffset);
}
if (Mathf.Abs(targetPosition) < minCollisionOffSet)
{
targetPosition = targetPosition - minCollisionOffSet;
}
cameraVectorPosition.z = Mathf.Lerp(cameraTransform.localPosition.z, targetPosition, 0.2f);
cameraTransform.localPosition = cameraVectorPosition;
//cameraTransform.localPosition.Set(cameraVectorPosition);
}
public void HandleAllCameraMovement() {
FollowTarget();
RotateCamera();
HandleCameraCollision();
}
}

Related

Unity Problem, my camera goes up at the start of the game

I´ve followed a youtube tutorial https://www.youtube.com/watch?v=c1FYp1oOFIs&list=PLD_vBJjpCwJtrHIW1SS5_BNRk6KZJZ7_d&index=4
and the problem is when i start the game my camera moves up when it shouldnt.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BARR3TT
{
public class CameraHandler : MonoBehaviour
{
public Transform targetTransform;
public Transform cameraTransform;
public Transform cameraPivotTransform;
private Transform myTransform;
private Vector3 cameraTransformPosition;
private LayerMask ignoreLayers;
private Vector3 cameraFollowVelocity = Vector3.zero;
public static CameraHandler singleton;
public float lookSpeed = 0.1f;
public float followSpeed = 0.1f;
public float pivotSpeed = 0.03f;
private float targetPosition;
private float defaultPosition;
private float lookAngle;
private float pivotAngle;
public float minimumPivot = -35;
public float maximumPivot = 35;
private float cameraSphereRadius = 0.2f;
public float cameraColisionOffset = 0.2f;
public float minimumColisionOffset = 0.2f;
private void Awake()
{
singleton = this;
myTransform = transform;
defaultPosition = cameraTransform.localPosition.z;
ignoreLayers = ~(1 << 8 | 1 << 9 << 10);
}
public void FollowTarget(float delta)
{
Vector3 targetPosition = Vector3.SmoothDamp(myTransform.position, targetTransform.position, ref cameraFollowVelocity, delta / followSpeed);
myTransform.position = targetPosition;
HandleCameraCollision(delta);
}
public void HandleCameraRotation(float delta, float mouseXInput, float mouseYInput)
{
lookAngle += (mouseXInput * lookSpeed) / delta;
pivotAngle -= (mouseYInput * pivotSpeed) / delta;
pivotAngle = Mathf.Clamp(pivotAngle, minimumPivot, maximumPivot);
Vector3 rotation = Vector3.zero;
rotation.y = lookAngle;
Quaternion targetRotation = Quaternion.Euler(rotation);
myTransform.rotation = targetRotation;
rotation = Vector3.zero;
rotation.x = pivotAngle;
targetRotation = Quaternion.Euler(rotation);
cameraPivotTransform.localRotation = targetRotation;
}
private void HandleCameraCollision(float delta)
{
targetPosition = defaultPosition;
RaycastHit hit;
Vector3 direction = cameraTransform.position - cameraPivotTransform.position;
direction.Normalize();
if(Physics.SphereCast(cameraPivotTransform.position, cameraSphereRadius, direction, out hit ,Mathf.Abs(targetPosition)))
{
float dis = Vector3.Distance(cameraPivotTransform.position, hit.point);
targetPosition = -(dis - cameraColisionOffset);
}
if(Mathf.Abs(targetPosition)<minimumColisionOffset)
{
targetPosition = -minimumColisionOffset;
}
cameraTransformPosition.z = Mathf.Lerp(cameraTransform.localPosition.z, targetPosition, delta / 0.2f);
cameraTransform.localPosition = cameraTransformPosition;
}
}
}
Ive checked every line and i dont see any mistakes the transforms are where they should be, i can kinda fix it adding some rotation in the x axis on the main camera but its still weird
You need to check if your camera has been attached to any script or if it is a child inside some objects. I think it is where the error comes from.
If the Camera Holder or Camera Pivot changes its direction so the Main Camera will be changed too.
Your code is very complicated and it doesn't have any comments. So that is why people when seeing your code are lazy to see, analyze and answer for you.
If you just begin with coding and I recommend that you need to build a good foundation first and then go to some difficult tutorials like those you followed. Don't follow step-by-step tutorials.

Configurable Joint: yDrive mode - brackeys multiplayer fps

As you may know, the mode for the configurable spring has been removed, and I've discovered this following a Brackeys tutorial on multiplayer fps (part 5). There was a comment under the video saying that you should ignore this as Brackeys sets it manually in the code later. However, when I did this, there was no errors, but the jump button did nothing (yes I checked the inputs)
My code is below:
using UnityEngine;
[RequireComponent(typeof(PlayerMotor))]
[RequireComponent(typeof(ConfigurableJoint))]
public class PlayerController : MonoBehaviour
{
private Vector3 _movHorizontal;
private Vector3 _movVertical;
private Vector3 _velocity;
[SerializeField]
private float speed = 5f;
[SerializeField]
private float lookSensitivity = 5f;
[SerializeField]
private float thrusterForce = 1000f;
[Header("Spring Settings:")]
[SerializeField]
private JointDriveMode jointMode = JointDriveMode.Position;
[SerializeField]
private float jointSpring = 20f;
[SerializeField]
private float joinMaxForce = 40f;
private PlayerMotor motor;
private ConfigurableJoint joint;
void Start ()
{
motor = GetComponent<PlayerMotor>();
joint = GetComponent<ConfigurableJoint>();
SetJointSettings(jointSpring);
}
void Update ()
{
//Calc movement velocity as Vector 3D
float _xMov = Input.GetAxisRaw("Horizontal");
float _zMov = Input.GetAxisRaw("Vertical");
_movHorizontal = transform.right * _xMov;
_movVertical = transform.forward * _zMov;
//Final movement vector
_velocity = (_movHorizontal + _movVertical).normalized * speed;
//Apply movement
motor.Move(_velocity);
//Calculate rotation as a 3d vector (turning around)
float _yrot = Input.GetAxisRaw("Mouse X");
Vector3 _rotation = new Vector3 (0f, _yrot, 0f) * lookSensitivity;
//Apply rotation
motor.Rotate(_rotation);
//Calculate rotation as a 3d vector (turning around)
float _xrot = Input.GetAxisRaw("Mouse Y");
Vector3 _cameraRotation = new Vector3 (_xrot, 0f, 0f) * lookSensitivity;
//Apply rotation
motor.RotateCamera(_cameraRotation);
//Calculate thruster force based on player input
Vector3 _thrusterForce = new Vector3 (0, 0, 0);
if (Input.GetButton("Jump"))
{
_thrusterForce = Vector3.up * thrusterForce;
SetJointSettings(0f);
} else
{
SetJointSettings(jointSpring);
}
//Apply thruster force
motor.ApplyThruster(_thrusterForce);
}
private void SetJointSettings(float _jointSpring)
{
joint.yDrive = new JointDrive
{
mode = jointMode,
positionSpring = _jointSpring,
maximumForce = joinMaxForce
};
}
}

Rotate GameObject based on key presses and based on Terrain slope/curvature

I have code in C# in a game in Unity that needs to rotate the player based on the slope of the terrain but the RotateTowards function(calculates the slope and angle) doesn't allow the object to be rotated sideway to move it in different directions. If I take out the rotateTowards function, rotations sideways work. If I dont, the correct slope rotation works but player won'r rotate sideways when buttons are pressed.
How could I fix this so the player could rotate in both ways?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController1 : MonoBehaviour
{
[System.Serializable]
public class MoveSettings
{
public float forwardVel = 10f; // walk speed
public float rotateVel = 100; // character rotation speed, character can walk 360 degree
public float jumpVel = 25f;
public LayerMask ground;
public Transform backLeft; // back left feet
public Transform backRight; // back right feet
public Transform frontLeft; // front left feet
public Transform frontRight; // front left feet
}
[System.Serializable]
public class PhysicsSettings
{
public float downAccel = 0.75f; // down speed when not grounded
}
public GameObject Model;
public GameObject Origin;
public MoveSettings moveSettings = new MoveSettings();
public PhysicsSettings physicsSettings = new PhysicsSettings();
private Vector3 velocity = Vector3.zero;
private Quaternion targetRotation;
private CharacterController cc;
private float forwardInput, turnInput, jumpInput = 0;
private RaycastHit lr;
private RaycastHit rr;
private RaycastHit lf;
private RaycastHit rf;
private Vector3 upDir;
private Animator Anim; // global private variable
private void Start()
{
Anim = GetComponent<Animator>(); // in the Start function
targetRotation = transform.rotation;
cc = GetComponent<CharacterController>();
}
public bool Grounded()
{
return cc.isGrounded;
}
private void FixedUpdate()
{
Run(); // calculate the velocity to be applied on character controller, stored in the velocity variable
Jump(); // code for jumping
GetInput(); // movement input keys
Turn(); // character movement direction input
cc.Move(transform.TransformDirection(velocity) * Time.deltaTime);
RotateTowardsGround();
}
private void GetInput()
{
Anim.SetFloat("vSpeed", forwardInput); // in the GetInput() function
Anim.SetFloat("Direction", 1f);
forwardInput = Input.GetAxis("Vertical");
turnInput = Input.GetAxis("Horizontal");
jumpInput = Input.GetAxisRaw("Jump");
}
private void Turn()
{
targetRotation *= Quaternion.AngleAxis(moveSettings.rotateVel * turnInput * Time.deltaTime, Vector3.up);
transform.rotation = targetRotation;
}
public void Jump()
{
if (jumpInput > 0 && Grounded())
{
velocity.y = moveSettings.jumpVel;
}
else if (jumpInput == 0 && Grounded())
{
velocity.y = 0;
}
else
{
velocity.y -= physicsSettings.downAccel;
}
}
private void Run()
{
velocity.z = moveSettings.forwardVel * forwardInput;
}
public void RotateTowardsGround()
{
// we have four feet
Physics.Raycast(moveSettings.backLeft.position + Vector3.up, Vector3.down, out lr);
Physics.Raycast(moveSettings.backRight.position + Vector3.up, Vector3.down, out rr);
Physics.Raycast(moveSettings.frontLeft.position + Vector3.up, Vector3.down, out lf);
Physics.Raycast(moveSettings.frontRight.position + Vector3.up, Vector3.down, out rf);
upDir = (Vector3.Cross(rr.point - Vector3.up, lr.point - Vector3.up) +
Vector3.Cross(lr.point - Vector3.up, lf.point - Vector3.up) +
Vector3.Cross(lf.point - Vector3.up, rf.point - Vector3.up) +
Vector3.Cross(rf.point - Vector3.up, rr.point - Vector3.up)
).normalized;
Debug.DrawRay(rr.point, Vector3.up);
Debug.DrawRay(lr.point, Vector3.up);
Debug.DrawRay(lf.point, Vector3.up);
Debug.DrawRay(rf.point, Vector3.up);
Model.transform.up = upDir;
}
}
The proper way to rotate object based on Terrain slope/curvature is to first throw raycast then obtain the returned RaycastHit.normal value and assign it your to the object's transform.up. It's better to use Lerp or Slerp to do this form smooth ration.
As for the position of the object, you can calculate that with Terrain.activeTerrain.SampleHeight as described in this post or you can use RaycastHit.point like you did in the code from your question.
Below is an example of what I described above. It is a minimal code to move/rotate object over a terrain. You can modify it to fit your four character legs scenario.
public class Hover : MonoBehaviour
{
public Transform objectToMove;
public float maxSpeed = 10f;
public float angleSpeed = 5f;
public float groundDistOffset = 2f;
private Vector3 toUpPos = Vector3.zero;
void Update()
{
float hInput = Input.GetAxis("Horizontal");
float vInput = Input.GetAxis("Vertical");
Vector3 objPos = objectToMove.position;
objPos += objectToMove.forward * vInput * maxSpeed * Time.deltaTime;
objPos += objectToMove.right * hInput * maxSpeed * Time.deltaTime;
RaycastHit hit;
if (Physics.Raycast(objectToMove.position, -Vector3.up, out hit))
{
//Get y position
objPos.y = (hit.point + Vector3.up * groundDistOffset).y;
//Get rotation
toUpPos = hit.normal;
}
//Assign position of the Object
objectToMove.position = objPos;
//Assign rotation/axis of the Object
objectToMove.up = Vector3.Slerp(objectToMove.up, toUpPos, angleSpeed * Time.deltaTime);
}
}

How to completely prevent the player from going offscreen in Unity?

For the entire day, I been trying to find a good solution to completely stop the player from going offscreen without hard coding.
I have this script called player controller and all it does so far is allow the player to move along the x-axis. It also has an additional function that clamps the player's movement in the x-axis. Here it is.
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public const float MAX_SPEED = 5.0f;
// Update is called once per frame
void Update()
{
transform.Translate(Input.GetAxis("Horizontal") * MAX_SPEED * Time.deltaTime, 0.0f, 0.0f);
clampPlayerMovement();
}
void clampPlayerMovement()
{
Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);
pos.x = Mathf.Clamp01(pos.x);
transform.position = Camera.main.ViewportToWorldPoint(pos);
}
}
The problem with this script is that it doesn't completely stops the player from going offscreen(half of the player's body still goes offscreen).
So this is what I tried next.
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public const float MAX_SPEED = 5.0f;
private float xLeft;
private float xRight;
void Start()
{
float pivotX = GetComponent<SpriteRenderer>().sprite.pivot.x;
float pixelsPerunit = GetComponent<SpriteRenderer>().sprite.pixelsPerUnit;
float textureWidth = GetComponent<SpriteRenderer>().sprite.texture.width;
//Units on the left from the sprite's pivot.
xLeft = pivotX / pixelsPerunit;
//Units on the right from the sprite's pivot.
xRight = (textureWidth - pivotX) / pixelsPerunit;
}
// Update is called once per frame
void Update()
{
transform.Translate(Input.GetAxis("Horizontal") * MAX_SPEED * Time.deltaTime, 0.0f, 0.0f);
clampPlayersMovement();
}
void clampPlayersMovement()
{
Vector3 pos = transform.position;
Vector3 posMin = transform.position;
Vector3 posMax = transform.position;
posMin.x = posMin.x - xLeft;
posMax.x = posMax.x + xRight;
pos = Camera.main.WorldToViewportPoint(pos);
posMin = Camera.main.WorldToViewportPoint(posMin);
posMax = Camera.main.WorldToViewportPoint(posMax);
pos.x = Mathf.Clamp(pos.x, posMin.x, posMax.x);
transform.position = Camera.main.ViewportToWorldPoint(pos);
}
}
Unfortunately, this code is no good. In fact, it is even worse because it does not stop the player from going offscreen at all.
So at this point I'm stuck between a rock and a hard place. Any suggestions would be vastly appreciated.
After long searching I finally found an answer.
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public const float MAX_SPEED = 5.0f;
private float halfPlayerSizeX;
void Start()
{
halfPlayerSizeX = GetComponent<SpriteRenderer>().bounds.size.x / 2;
}
// Update is called once per frame
void Update()
{
transform.Translate(Input.GetAxis("Horizontal") * MAX_SPEED * Time.deltaTime, 0.0f, 0.0f);
clampPlayerMovement();
}
void clampPlayerMovement()
{
Vector3 position = transform.position;
float distance = transform.position.z - Camera.main.transform.position.z;
float leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).x + halfPlayerSizeX;
float rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, distance)).x - halfPlayerSizeX;
position.x = Mathf.Clamp(position.x, leftBorder, rightBorder);
transform.position = position;
}
}
The only thing that I don't get is why do I need to subtract the z position from both the gameobject and the camera? why not the x position?

Why when pressing the Z key the ship is moving fast up and not forward?

I can use W S A D or arrow keys to turn the ship. But when i press on Z the ship fast moving up. When i press on X it will stop the ship on place.
I can't figure out how to make the ship move forward.
But nothing make the ship move forward.
I used a break point and i see in Start in the SpacecraftControl script on the line:
Debug.Log("Transform forward is : " + transform.forward);
Whem i put the mouse cursor on the forward of transform i see: 0.0,1.0,0.0
And inside the forward i see: x = 0 y = 0 and z = -1.192093E-07
Here is a small short video clip i recorded now showing what happen when running the game and then pressing on Z.
Please watch all the video the the Z pressing is start from second 14.
Video Clip
In my ship inspector i have: Transform, Local Rotation, Mesh Filter, Mesh Renderer, Animator, RigidBody > Gravity unchecked, Mesh Collider > Convex is checked and the scripts: Spacecraft Control and UserInput.
Then in the menu i went to: Edit > Project Settings > Input
In Input i addeed a new place one size to 19. And called the new Axes: Throttle
And the scripts first the SpacecraftControl:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
public class SpacecraftControl : MonoBehaviour
{
public float MaxEnginePower = 40f;
public float RollEffect = 50f;
public float PitchEffect = 50f;
public float YawEffect = 0.2f;
public float BankedTurnEffect = 0.5f;
public float AutoTurnPitch = 0.5f;
public float AutoRollLevel = 0.1f;
public float AutoPitchLevel = 0.1f;
public float AirBreaksEffect = 3f;
public float ThrottleChangeSpeed = 0.3f;
public float DragIncreaseFactor = 0.001f;
private float Throttle;
private bool AirBrakes;
private float ForwardSpeed;
private float EnginePower;
private float cur_MaxEnginePower;
private float RollAngle;
private float PitchAngle;
private float RollInput;
private float PitchInput;
private float YawInput;
private float ThrottleInput;
private float OriginalDrag;
private float OriginalAngularDrag;
private float AeroFactor = 1;
private bool Immobolized = false;
private float BankedTurnAmount;
private Rigidbody _rigidbody;
Collider[] cols;
void Start()
{
_rigidbody = GetComponent<Rigidbody> ();
OriginalDrag = _rigidbody.drag;
OriginalAngularDrag = _rigidbody.angularDrag;
for (int i = 0; i < transform.childCount; i++)
{
foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren<WheelCollider>())
{
componentsInChild.motorTorque = 0.18f;
}
}
Debug.Log("Transform forward is : " + transform.forward);
}
public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes)
{
this.RollInput = rollInput;
this.PitchInput = pitchInput;
this.YawInput = yawInput;
this.ThrottleInput = throttleInput;
this.AirBrakes = airBrakes;
ClampInput ();
CalculateRollandPitchAngles ();
AutoLevel ();
CalculateForwardSpeed ();
ControlThrottle ();
CalculateDrag ();
CalculateLinearForces ();
CalculateTorque ();
if (Throttle < 0.1f)
{
Vector3 currentVelocity = _rigidbody.velocity;
Vector3 newVelocity = currentVelocity * Time.deltaTime;
_rigidbody.velocity = currentVelocity - newVelocity;
}
}
void ClampInput()
{
RollInput = Mathf.Clamp (RollInput, -1, 1);
PitchInput = Mathf.Clamp (PitchInput, -1, 1);
YawInput = Mathf.Clamp (YawInput, -1, 1);
ThrottleInput = Mathf.Clamp (ThrottleInput, -1, 1);
}
void CalculateRollandPitchAngles()
{
Vector3 flatForward = transform.forward;
flatForward.y = 0;
if (flatForward.sqrMagnitude > 0)
{
flatForward.Normalize ();
Vector3 localFlatForward = transform.InverseTransformDirection (flatForward);
PitchAngle = Mathf.Atan2 (localFlatForward.y, localFlatForward.z);
Vector3 flatRight = Vector3.Cross (Vector3.up, flatForward);
Vector3 localFlatRight = transform.InverseTransformDirection (flatRight);
RollAngle = Mathf.Atan2 (localFlatRight.y, localFlatRight.x);
}
}
void AutoLevel()
{
BankedTurnAmount = Mathf.Sin (RollAngle);
if (RollInput == 0)
{
RollInput = -RollAngle * AutoRollLevel;
}
if (PitchInput == 0f)
{
PitchInput = -PitchAngle * AutoPitchLevel;
PitchInput -= Mathf.Abs (BankedTurnAmount * BankedTurnAmount * AutoTurnPitch);
}
}
void CalculateForwardSpeed()
{
Vector3 localVelocity = transform.InverseTransformDirection (_rigidbody.velocity);
ForwardSpeed = Mathf.Max (0, localVelocity.z);
}
void ControlThrottle()
{
if (Immobolized)
{
ThrottleInput = -0.5f;
}
Throttle = Mathf.Clamp01 (Throttle + ThrottleInput * Time.deltaTime * ThrottleChangeSpeed);
EnginePower = Throttle * MaxEnginePower;
}
void CalculateDrag()
{
float extraDrag = _rigidbody.velocity.magnitude * DragIncreaseFactor;
//_rigidbody.drag = (AirBrakes ? (OriginalDrag + ) * AirBreaksEffect : OriginalDrag * extraDrag);
_rigidbody.drag = AirBrakes ? (OriginalDrag * AirBreaksEffect) : OriginalDrag;
_rigidbody.drag *= extraDrag;
_rigidbody.angularDrag = OriginalAngularDrag * ForwardSpeed / 1000 + OriginalAngularDrag;
}
void CalculateLinearForces()
{
Vector3 forces = Vector3.zero;
forces += EnginePower * transform.forward;
_rigidbody.AddForce (forces);
}
void CalculateTorque()
{
Vector3 torque = Vector3.zero;
torque += PitchInput * PitchEffect * transform.right;
torque += YawInput * YawEffect * transform.up;
torque += -RollInput * RollEffect * transform.forward;
torque += BankedTurnAmount * BankedTurnEffect * transform.up;
_rigidbody.AddTorque (torque * AeroFactor);
}
public void Immobilize()
{
Immobolized = true;
}
public void Reset()
{
Immobolized = false;
}
}
And the UserInput script:
using UnityEngine;
using System.Collections;
public class UserInput : MonoBehaviour {
SpacecraftControl _spacecraftcontrol;
// Use this for initialization
void Start ()
{
_spacecraftcontrol = GetComponent<SpacecraftControl> ();
}
void FixedUpdate()
{
float roll = Input.GetAxis ("Horizontal");
float pitch = Input.GetAxis ("Vertical");
bool airBrakes = Input.GetButton ("Fire1");
float throttle = Input.GetAxis ("Throttle");
_spacecraftcontrol.Move (roll, pitch, 0, throttle, airBrakes);
}
}

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