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- using System;
- using UnityEngine;
- using UnityEngine.UI;
- namespace UnityStandardAssets.Vehicles.Aeroplane
- {
- [RequireComponent(typeof (Rigidbody))]
- public class AeroplaneController : MonoBehaviour
- {
- public float m_MaxEnginePower = 40f; // The maximum output of the engine.
- [SerializeField] private float m_Lift = 0.002f; // The amount of lift generated by the aeroplane moving forwards.
- [SerializeField] private float m_ZeroLiftSpeed = 300; // The speed at which lift is no longer applied.
- [SerializeField] private float m_RollEffect = 1f; // The strength of effect for roll input.
- [SerializeField] private float m_PitchEffect = 1f; // The strength of effect for pitch input.
- [SerializeField] private float m_YawEffect = 0.2f; // The strength of effect for yaw input.
- [SerializeField] private float m_BankedTurnEffect = 0.5f; // The amount of turn from doing a banked turn.
- [SerializeField] private float m_AerodynamicEffect = 0.02f; // How much aerodynamics affect the speed of the aeroplane.
- [SerializeField] private float m_AutoTurnPitch = 0.5f; // How much the aeroplane automatically pitches when in a banked turn.
- [SerializeField] private float m_AutoRollLevel = 0.2f; // How much the aeroplane tries to level when not rolling.
- [SerializeField] private float m_AutoPitchLevel = 0.2f; // How much the aeroplane tries to level when not pitching.
- [SerializeField] private float m_AirBrakesEffect = 3f; // How much the air brakes effect the drag.
- [SerializeField] private float m_ThrottleChangeSpeed = 0.3f; // The speed with which the throttle changes.
- [SerializeField] private float m_DragIncreaseFactor = 0.001f; // how much drag should increase with speed.
- public float Altitude { get; private set; } // The aeroplane's height above the ground.
- public float Throttle { get; private set; } // The amount of throttle being used.
- public bool AirBrakes { get; private set; } // Whether or not the air brakes are being applied.
- public float ForwardSpeed { get; private set; } // How fast the aeroplane is traveling in it's forward direction.
- public float EnginePower { get; private set; } // How much power the engine is being given.
- public float MaxEnginePower{ get { return m_MaxEnginePower; }} // The maximum output of the engine.
- public float RollAngle { get; private set; }
- public float PitchAngle { get; private set; }
- public float RollInput { get; private set; }
- public float PitchInput { get; private set; }
- public float YawInput { get; private set; }
- public float ThrottleInput { get; private set; }
- private float m_OriginalDrag; // The drag when the scene starts.
- private float m_OriginalAngularDrag; // The angular drag when the scene starts.
- private float m_AeroFactor;
- private bool m_Immobilized = false; // used for making the plane uncontrollable, i.e. if it has been hit or crashed.
- private float m_BankedTurnAmount;
- private Rigidbody m_Rigidbody;
- WheelCollider[] m_WheelColliders;
- public Rigidbody rb;
- public GameObject SpeedDial;
- private void Start()
- {
- m_Rigidbody = GetComponent<Rigidbody>();
- // Store original drag settings, these are modified during flight.
- m_OriginalDrag = m_Rigidbody.drag;
- m_OriginalAngularDrag = m_Rigidbody.angularDrag;
- for (int i = 0; i < transform.childCount; i++ )
- {
- foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren<WheelCollider>())
- {
- componentsInChild.motorTorque = 0.18f;
- }
- }
- }
- public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes)
- {
- // transfer input parameters into properties.s
- RollInput = rollInput;
- PitchInput = pitchInput;
- YawInput = yawInput;
- ThrottleInput = throttleInput;
- AirBrakes = airBrakes;
- ClampInputs();
- CalculateRollAndPitchAngles();
- AutoLevel();
- CalculateForwardSpeed();
- ControlThrottle();
- CalculateDrag();
- CaluclateAerodynamicEffect();
- CalculateLinearForces();
- CalculateTorque();
- CalculateAltitude();
- }
- private void ClampInputs()
- {
- // clamp the inputs to -1 to 1 range
- RollInput = Mathf.Clamp(RollInput, -1, 1);
- PitchInput = Mathf.Clamp(PitchInput, -1, 1);
- YawInput = Mathf.Clamp(YawInput, -1, 1);
- ThrottleInput = Mathf.Clamp(ThrottleInput, -1, 1);
- }
- private void CalculateRollAndPitchAngles()
- {
- // Calculate roll & pitch angles
- // Calculate the flat forward direction (with no y component).
- var flatForward = transform.forward;
- flatForward.y = 0;
- // If the flat forward vector is non-zero (which would only happen if the plane was pointing exactly straight upwards)
- if (flatForward.sqrMagnitude > 0)
- {
- flatForward.Normalize();
- // calculate current pitch angle
- var localFlatForward = transform.InverseTransformDirection(flatForward);
- PitchAngle = Mathf.Atan2(localFlatForward.y, localFlatForward.z);
- // calculate current roll angle
- var flatRight = Vector3.Cross(Vector3.up, flatForward);
- var localFlatRight = transform.InverseTransformDirection(flatRight);
- RollAngle = Mathf.Atan2(localFlatRight.y, localFlatRight.x);
- }
- }
- private void AutoLevel()
- {
- // The banked turn amount (between -1 and 1) is the sine of the roll angle.
- // this is an amount applied to elevator input if the user is only using the banking controls,
- // because that's what people expect to happen in games!
- m_BankedTurnAmount = Mathf.Sin(RollAngle);
- // auto level roll, if there's no roll input:
- if (RollInput == 0f)
- {
- RollInput = -RollAngle*m_AutoRollLevel;
- }
- // auto correct pitch, if no pitch input (but also apply the banked turn amount)
- if (PitchInput == 0f)
- {
- PitchInput = -PitchAngle*m_AutoPitchLevel;
- PitchInput -= Mathf.Abs(m_BankedTurnAmount*m_BankedTurnAmount*m_AutoTurnPitch);
- }
- }
- private void CalculateForwardSpeed()
- {
- // Forward speed is the speed in the planes's forward direction (not the same as its velocity, eg if falling in a stall)
- var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity);
- ForwardSpeed = Mathf.Max(0, localVelocity.z);
- }
- private void ControlThrottle()
- {
- // override throttle if immobilized
- if (m_Immobilized)
- {
- ThrottleInput = -0.5f;
- }
- // Adjust throttle based on throttle input (or immobilized state)
- Throttle = Mathf.Clamp01(Throttle + ThrottleInput*Time.deltaTime*m_ThrottleChangeSpeed);
- // current engine power is just:
- EnginePower = Throttle*m_MaxEnginePower;
- }
- private void CalculateDrag()
- {
- // increase the drag based on speed, since a constant drag doesn't seem "Real" (tm) enough
- float extraDrag = m_Rigidbody.velocity.magnitude*m_DragIncreaseFactor;
- // Air brakes work by directly modifying drag. This part is actually pretty realistic!
- m_Rigidbody.drag = (AirBrakes ? (m_OriginalDrag + extraDrag)*m_AirBrakesEffect : m_OriginalDrag + extraDrag);
- // Forward speed affects angular drag - at high forward speed, it's much harder for the plane to spin
- m_Rigidbody.angularDrag = m_OriginalAngularDrag*ForwardSpeed;
- }
- private void CaluclateAerodynamicEffect()
- {
- // "Aerodynamic" calculations. This is a very simple approximation of the effect that a plane
- // will naturally try to align itself in the direction that it's facing when moving at speed.
- // Without this, the plane would behave a bit like the asteroids spaceship!
- if (m_Rigidbody.velocity.magnitude > 0)
- {
- // compare the direction we're pointing with the direction we're moving:
- m_AeroFactor = Vector3.Dot(transform.forward, m_Rigidbody.velocity.normalized);
- // multipled by itself results in a desirable rolloff curve of the effect
- m_AeroFactor *= m_AeroFactor;
- // Finally we calculate a new velocity by bending the current velocity direction towards
- // the the direction the plane is facing, by an amount based on this aeroFactor
- var newVelocity = Vector3.Lerp(m_Rigidbody.velocity, transform.forward*ForwardSpeed,
- m_AeroFactor*ForwardSpeed*m_AerodynamicEffect*Time.deltaTime);
- m_Rigidbody.velocity = newVelocity;
- // also rotate the plane towards the direction of movement - this should be a very small effect, but means the plane ends up
- // pointing downwards in a stall
- m_Rigidbody.rotation = Quaternion.Slerp(m_Rigidbody.rotation,
- Quaternion.LookRotation(m_Rigidbody.velocity, transform.up),
- m_AerodynamicEffect*Time.deltaTime);
- }
- }
- private void CalculateLinearForces()
- {
- // Now calculate forces acting on the aeroplane:
- // we accumulate forces into this variable:
- var forces = Vector3.zero;
- // Add the engine power in the forward direction
- forces += EnginePower*transform.forward;
- // The direction that the lift force is applied is at right angles to the plane's velocity (usually, this is 'up'!)
- var liftDirection = Vector3.Cross(m_Rigidbody.velocity, transform.right).normalized;
- // The amount of lift drops off as the plane increases speed - in reality this occurs as the pilot retracts the flaps
- // shortly after takeoff, giving the plane less drag, but less lift. Because we don't simulate flaps, this is
- // a simple way of doing it automatically:
- var zeroLiftFactor = Mathf.InverseLerp(m_ZeroLiftSpeed, 0, ForwardSpeed);
- // Calculate and add the lift power
- var liftPower = ForwardSpeed*ForwardSpeed*m_Lift*zeroLiftFactor*m_AeroFactor;
- forces += liftPower*liftDirection;
- // Apply the calculated forces to the the Rigidbody
- m_Rigidbody.AddForce(forces);
- }
- private void CalculateTorque()
- {
- // We accumulate torque forces into this variable:
- var torque = Vector3.zero;
- // Add torque for the pitch based on the pitch input.
- torque += PitchInput*m_PitchEffect*transform.right;
- // Add torque for the yaw based on the yaw input.
- torque += YawInput*m_YawEffect*transform.up;
- // Add torque for the roll based on the roll input.
- torque += -RollInput*m_RollEffect*transform.forward;
- // Add torque for banked turning.
- torque += m_BankedTurnAmount*m_BankedTurnEffect*transform.up;
- // The total torque is multiplied by the forward speed, so the controls have more effect at high speed,
- // and little effect at low speed, or when not moving in the direction of the nose of the plane
- // (i.e. falling while stalled)
- m_Rigidbody.AddTorque(torque*ForwardSpeed*m_AeroFactor);
- }
- private void CalculateAltitude()
- {
- // Altitude calculations - we raycast downwards from the aeroplane
- // starting a safe distance below the plane to avoid colliding with any of the plane's own colliders
- var ray = new Ray(transform.position - Vector3.up*10, -Vector3.up);
- RaycastHit hit;
- Altitude = Physics.Raycast(ray, out hit) ? hit.distance + 10 : transform.position.y;
- }
- // Immobilize can be called from other objects, for example if this plane is hit by a weapon and should become uncontrollable
- public void Immobilize()
- {
- m_Immobilized = true;
- }
- // Reset is called via the ObjectResetter script, if present.
- public void Reset()
- {
- m_Immobilized = false;
- }
- public void Update()
- {
- SpeedDial.GetComponent<RotateSpeedDial>();
- rb = this.GetComponent<Rigidbody>();
- RotateSpeedDial.ShowSpeed(rb.velocity.magnitude,0,100);
- }
- }
- }
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