using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class BoatController : MonoBehaviour
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{
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private Rigidbody rigidBody;
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[SerializeField]
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private float ForwardFactor = 1f;
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[SerializeField]
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private float RotationFactor = 1f;
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[SerializeField]
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private float BrakeFactor = 1f;
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[SerializeField]
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private float ObstacleBounce = 2f;
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[SerializeField]
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private bool m_usedebugkeys;
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[SerializeField]
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private AudioClip[] m_bonkClips;
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void Awake()
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{
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rigidBody = GetComponent<Rigidbody>();
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}
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// Update is called once per frame
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void Update()
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{
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if (!m_usedebugkeys)
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return;
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//get input
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if (Input.GetKeyDown(KeyCode.A))
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{
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RowLeft();
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}
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if (Input.GetKeyDown(KeyCode.D))
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{
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RowRight();
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}
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if (Input.GetKeyDown(KeyCode.S))
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{
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Brake();
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}
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}
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private void FixedUpdate()
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{
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//print(transform.rotation.eulerAngles.y);
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//constrain rotation
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if (transform.rotation.eulerAngles.y > 180 && transform.rotation.eulerAngles.y < 270)
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{
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print("under");
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transform.rotation = Quaternion.Euler(new Vector3(0f, 270f, 0f));
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rigidBody.angularVelocity = Vector3.zero;
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}
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//constrain rotation
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if (transform.rotation.eulerAngles.y < 180 && transform.rotation.eulerAngles.y > 90f)
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{
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print("over");
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transform.rotation = Quaternion.Euler(new Vector3(0f, 90f, 0f));
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rigidBody.angularVelocity = Vector3.zero;
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}
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}
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public void RowLeft()
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{
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rigidBody.AddForce(transform.forward * ForwardFactor, ForceMode.Acceleration);
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rigidBody.AddTorque(transform.up * -RotationFactor);
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}
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public void RowLeft(float velocity)
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{
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rigidBody.AddForce(transform.forward * ForwardFactor * velocity, ForceMode.Acceleration);
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rigidBody.AddTorque(transform.up * -RotationFactor * velocity);
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}
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public void RowRight()
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{
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rigidBody.AddForce(transform.forward * ForwardFactor, ForceMode.Acceleration);
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rigidBody.AddTorque(transform.up * RotationFactor);
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}
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public void RowRight(float velocity)
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{
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rigidBody.AddForce(transform.forward * ForwardFactor * velocity, ForceMode.Acceleration);
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rigidBody.AddTorque(transform.up * RotationFactor * velocity);
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}
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public void Brake()
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{
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rigidBody.AddForce(rigidBody.velocity * - BrakeFactor);
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rigidBody.AddTorque(rigidBody.angularVelocity * -BrakeFactor);
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}
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public void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.CompareTag("Obstacle"))
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{
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Debug.Log($"Hitting: {collision.gameObject} Foce: {collision.impulse * ObstacleBounce}");
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rigidBody.AddForce(collision.impulse * ObstacleBounce, ForceMode.Impulse);
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SFXPlayer.Play(m_bonkClips);
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}
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}
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}
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