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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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