Синтаксис:
Используется csharp
using UnityEngine;
using System.Collections;
public class MynewCarScript : MonoBehaviour {
public bool go = false;
public bool stop = true;
public WheelCollider WheelBL; //коллайдеры
public WheelCollider WheelBR;
public WheelCollider WheelFL;
public WheelCollider WheelFR;
public Transform COM;//центр тяжести
public Camera MCamera;
public GameObject Body;//корпус авто
public Rigidbody car; //объект кар
public float fwdSpeed;//скорость
public GameObject WFR; //модели колес
public GameObject WBR;
public GameObject WFL;
public GameObject WBL;
// Use this for initialization
void Start () {
rigidbody.centerOfMass=COM.localPosition;
}
// Update is called once per frame
void Update () {
fwdSpeed = Vector3.Dot(car.velocity,car.transform.forward);
WBR.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelBR.rpm,0);//кручение модели колеса в зависимости от скорости авто
WBL.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelBL.rpm,0);
WFL.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelFL.rpm,0);
WFR.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelFR.rpm,0);
float steer = 0;
float speed = 0;
steer = Input.GetAxis("Horizontal");
speed = Input.GetAxis("Vertical");
WheelFL.steerAngle=30*steer; //поворот коллайдеров
WheelFR.steerAngle=30*steer;
WheelBR.motorTorque=0;
WheelBL.motorTorque=0;
WheelBL.brakeTorque=0;
WheelBR.brakeTorque=0;
if(Input.GetKey(KeyCode.W)){
WheelBL.motorTorque=10*speed;
WheelBR.motorTorque=10*speed;
}
if(Input.GetKey(KeyCode.S)){
WheelBL.motorTorque=-10;
WheelBR.motorTorque=-10;
}
if(Input.GetKey(KeyCode.D)){
WheelFL.steerAngle=30*steer;
WheelFR.steerAngle=30*steer;
}
if(Input.GetKey(KeyCode.A)){
WheelFL.steerAngle=30*steer;
WheelFR.steerAngle=30*steer;
}
}
}
using System.Collections;
public class MynewCarScript : MonoBehaviour {
public bool go = false;
public bool stop = true;
public WheelCollider WheelBL; //коллайдеры
public WheelCollider WheelBR;
public WheelCollider WheelFL;
public WheelCollider WheelFR;
public Transform COM;//центр тяжести
public Camera MCamera;
public GameObject Body;//корпус авто
public Rigidbody car; //объект кар
public float fwdSpeed;//скорость
public GameObject WFR; //модели колес
public GameObject WBR;
public GameObject WFL;
public GameObject WBL;
// Use this for initialization
void Start () {
rigidbody.centerOfMass=COM.localPosition;
}
// Update is called once per frame
void Update () {
fwdSpeed = Vector3.Dot(car.velocity,car.transform.forward);
WBR.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelBR.rpm,0);//кручение модели колеса в зависимости от скорости авто
WBL.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelBL.rpm,0);
WFL.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelFL.rpm,0);
WFR.transform.Rotate(0,-3*Time.fixedDeltaTime*WheelFR.rpm,0);
float steer = 0;
float speed = 0;
steer = Input.GetAxis("Horizontal");
speed = Input.GetAxis("Vertical");
WheelFL.steerAngle=30*steer; //поворот коллайдеров
WheelFR.steerAngle=30*steer;
WheelBR.motorTorque=0;
WheelBL.motorTorque=0;
WheelBL.brakeTorque=0;
WheelBR.brakeTorque=0;
if(Input.GetKey(KeyCode.W)){
WheelBL.motorTorque=10*speed;
WheelBR.motorTorque=10*speed;
}
if(Input.GetKey(KeyCode.S)){
WheelBL.motorTorque=-10;
WheelBR.motorTorque=-10;
}
if(Input.GetKey(KeyCode.D)){
WheelFL.steerAngle=30*steer;
WheelFR.steerAngle=30*steer;
}
if(Input.GetKey(KeyCode.A)){
WheelFL.steerAngle=30*steer;
WheelFR.steerAngle=30*steer;
}
}
}