Global Game Jam 2023
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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;
[SerializeField]
private float ObstacleBounce = 2f;
[SerializeField]
private bool m_usedebugkeys;
void Awake()
{
rigidBody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
if (!m_usedebugkeys)
return;
//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 RowLeft(float velocity)
{
rigidBody.AddForce(transform.forward * ForwardFactor * velocity, ForceMode.Acceleration);
rigidBody.AddTorque(transform.up * -RotationFactor * velocity);
}
public void RowRight()
{
rigidBody.AddForce(transform.forward * ForwardFactor, ForceMode.Acceleration);
rigidBody.AddTorque(transform.up * RotationFactor);
}
public void RowRight(float velocity)
{
rigidBody.AddForce(transform.forward * ForwardFactor * velocity, ForceMode.Acceleration);
rigidBody.AddTorque(transform.up * RotationFactor * velocity);
}
public void Brake()
{
rigidBody.AddForce(rigidBody.velocity * - BrakeFactor);
rigidBody.AddTorque(rigidBody.angularVelocity * -BrakeFactor);
}
public void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Obstacle"))
{
Debug.Log($"Hitting: {collision.gameObject} Foce: {collision.impulse * ObstacleBounce}");
rigidBody.AddForce(collision.impulse * ObstacleBounce, ForceMode.Impulse);
}
}
}