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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using UnityEngine.InputSystem; | |||||
public class BoatController : MonoBehaviour | |||||
{ | |||||
private Rigidbody rigidBody; | |||||
[SerializeField] | |||||
private float ForwardFactor = 1f; | |||||
[SerializeField] | |||||
private float RotationFactor = 1f; | |||||
[SerializeField] | |||||
private float BrakeFactor = 1f; | |||||
void Awake() | |||||
{ | |||||
rigidBody = GetComponent<Rigidbody>(); | |||||
} | |||||
// Update is called once per frame | |||||
void Update() | |||||
{ | |||||
//get input | |||||
if (Input.GetKeyDown(KeyCode.A)) | |||||
{ | |||||
RowLeft(); | |||||
} | |||||
if (Input.GetKeyDown(KeyCode.D)) | |||||
{ | |||||
RowRight(); | |||||
} | |||||
if (Input.GetKeyDown(KeyCode.S)) | |||||
{ | |||||
Brake(); | |||||
} | |||||
} | |||||
private void FixedUpdate() | |||||
{ | |||||
print(transform.rotation.eulerAngles.y); | |||||
//constrain rotation | |||||
if (transform.rotation.eulerAngles.y > 180 && transform.rotation.eulerAngles.y < 270) | |||||
{ | |||||
print("under"); | |||||
transform.rotation = Quaternion.Euler(new Vector3(0f, 270f, 0f)); | |||||
rigidBody.angularVelocity = Vector3.zero; | |||||
} | |||||
//constrain rotation | |||||
if (transform.rotation.eulerAngles.y < 180 && transform.rotation.eulerAngles.y > 90f) | |||||
{ | |||||
print("over"); | |||||
transform.rotation = Quaternion.Euler(new Vector3(0f, 90f, 0f)); | |||||
rigidBody.angularVelocity = Vector3.zero; | |||||
} | |||||
} | |||||
public void RowLeft() | |||||
{ | |||||
rigidBody.AddForce(transform.forward * ForwardFactor, ForceMode.Acceleration); | |||||
rigidBody.AddTorque(transform.up * -RotationFactor); | |||||
} | |||||
public void RowRight() | |||||
{ | |||||
rigidBody.AddForce(transform.forward * ForwardFactor, ForceMode.Acceleration); | |||||
rigidBody.AddTorque(transform.up * RotationFactor); | |||||
} | |||||
public void Brake() | |||||
{ | |||||
rigidBody.AddForce(rigidBody.velocity * - BrakeFactor); | |||||
rigidBody.AddTorque(rigidBody.angularVelocity * -BrakeFactor); | |||||
} | |||||
} |
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