using System.Collections; using System.Collections.Generic; using UnityEngine; public class Car { private Route route; public Road road; public float roadPositon = 0f, speed = 0f, brakingAcceleration, acceleration, airResistance, t; private int roadIndex = 0; private GameObject gameObject; private Config config; public Vector3 position, direction; public bool isAlive = true; public Car(Route route, Transform parent, Config config) { this.route = route; this.config = config; road = route.roads[0]; road.cars.Add(this); gameObject = new GameObject(); FlatCircleRenderer renderer = new FlatCircleRenderer(0.8f, 0.2f, 32, 0.01f); MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>(); meshRenderer.material = config.carAccelerationMaterial; meshRenderer.receiveShadows = false; gameObject.AddComponent<MeshFilter>().mesh = renderer.mesh; gameObject.transform.parent = parent; GameObject carMesh = new GameObject(); carMesh.AddComponent<MeshRenderer>().material = config.carMaterial; carMesh.AddComponent<MeshFilter>().mesh = config.carMesh; carMesh.transform.parent = gameObject.transform; CarData carData = gameObject.AddComponent<CarData>(); carData.car = this; position = road.path.getPosition(0f); carData.Update(); brakingAcceleration = 0.2f * -Physics.gravity.y; acceleration = config.carTorque / (config.carWheelRadius * config.carMass); airResistance = config.carAirResistanceModifier*config.carFrontalArea*config.airDensity / (2*config.carMass); } private void incrementRoad() { roadPositon -= road.path.length; roadIndex++; road.cars.Remove(this); if (roadIndex == route.roads.Count) { GameObject.Destroy(gameObject); isAlive = false; return; } road = route.roads[roadIndex]; road.cars.Add(this); } private float getMaxSpeed(Road road, float distance) { return Mathf.Sqrt((float) (-Mathf.Abs(road.path.getRadius(road.path.getT(distance))) / 0.2 * Physics.gravity.y)); } private bool needsBraking(float totalDistance, float maxSpeed) { float deltaV = speed - maxSpeed; float distanceNeededToBrake = speed * speed / brakingAcceleration - 0.5f * deltaV * deltaV / brakingAcceleration; return totalDistance < distanceNeededToBrake; } private bool isBraking() { float stoppingDistance = 0.5f * speed * speed / brakingAcceleration; Road currentRoad = road; float currentRoadPosition = roadPositon; int currentRoadIndex = roadIndex; for (int i = 1; i <= 10; i++) { currentRoadPosition += stoppingDistance / 10; while (currentRoadPosition >= currentRoad.path.length) { currentRoadIndex ++; if (currentRoadIndex == route.roads.Count) { return false; } currentRoadPosition -= currentRoad.path.length; currentRoad = route.roads[currentRoadIndex]; } float totalDistance = stoppingDistance / 10 * i; if (needsBraking(totalDistance, getMaxSpeed(currentRoad, currentRoadPosition))) { return true; } foreach (Car car in currentRoad.cars) { if (car != this && roadPositon < car.roadPositon && car.roadPositon - 3f <= currentRoadPosition && needsBraking(totalDistance, car.speed)) { return true; } } } return false; } public void step(float deltaTime) { speed -= airResistance * deltaTime * speed * speed; if (isBraking()) { speed -= brakingAcceleration * deltaTime; gameObject.GetComponent<MeshRenderer>().material = config.carBrakingMaterial; } else { speed += acceleration * deltaTime; gameObject.GetComponent<MeshRenderer>().material = config.carAccelerationMaterial; } roadPositon += deltaTime * speed; while (roadPositon > road.path.length) { incrementRoad(); } t = road.path.getT(roadPositon); position = road.path.getPosition(t); direction = road.path.getDirection(t); direction.Normalize(); } }