using System.Collections; using System.Collections.Generic; using UnityEngine; public class Car { private Route route; public Road currentRoad; public float roadPositon = 0f, speed = 0f; private int roadIndex = 0; private GameObject gameObject; private Config config; public Vector3 position; public bool isAlive = true; public Car(Route route, Transform parent, Config config) { this.route = route; this.config = config; currentRoad = route.roads[0]; currentRoad.cars.Add(this); gameObject = new GameObject(); FlatCircleRenderer renderer = new FlatCircleRenderer(0.8f, 0.2f, 32); gameObject.AddComponent<MeshRenderer>().material = config.carMaterial; gameObject.AddComponent<MeshFilter>().mesh = renderer.mesh; gameObject.transform.parent = parent; CarData carData = gameObject.AddComponent<CarData>(); carData.car = this; position = currentRoad.path.getPosition(0f); carData.Update(); } private void incrementRoad() { roadPositon -= currentRoad.path.length; roadIndex++; if (roadIndex == route.roads.Count) { GameObject.Destroy(gameObject); isAlive = false; return; } currentRoad.cars.Remove(this); currentRoad = route.roads[roadIndex]; currentRoad.cars.Add(this); } public void step(float deltaTime) { speed += -(deltaTime*config.carAirResistanceModifier*config.carFrontalArea*config.airDensity*speed*speed) / (2*config.carMass) + (config.carTorque*deltaTime) / (config.carWheelRadius * config.carMass) ; float t = currentRoad.path.getT(roadPositon); float maxSpeed = Mathf.Sqrt((float) (-Mathf.Abs(currentRoad.path.getRadius(t)) / 0.2 * Physics.gravity.y)); speed = Mathf.Min(speed, maxSpeed); float distance = deltaTime * speed; roadPositon += distance; while (roadPositon > currentRoad.path.length) { incrementRoad(); } position = currentRoad.path.getPosition(currentRoad.path.getT(roadPositon)); } }