如何根据Unity中的速度调整转向角度?

时间:2015-09-26 23:43:22

标签: c# unity3d rotation

我正在关注如何在Unity制作汽车的这个(https://www.youtube.com/watch?v=kAEpLX3rfms)视频。但我的汽车并没有根据视频的速度降低转向角。我们的想法是,您可以以最慢50度的速度驾驶汽车,然后以最快的速度驾驶10度。但它对汽车没有影响。有人可以告诉我如何解决这个问题吗?

代码:

public WheelCollider wheelFL;
public WheelCollider wheelFR;
public WheelCollider wheelRL;
public WheelCollider wheelRR;

public Transform wheelFL_Trans;
public Transform wheelFR_Trans;
public Transform wheelRL_Trans;
public Transform wheelRR_Trans;

public float lowSpeedSteerAngle;
public float highSpeedSteerAngle;
public float Torque;
public float centerOfMassHeight;

public float speed;
public GameObject speedometer;
public GameObject accelerator;
public GameObject brake;
public float pedalRotationFactor;
public float speedometerRotationFactor;
public float decelerationRate;

public float currentSpeed;
public float topSpeed;
public float maxReverseSpeed;

public GameObject trunk;
public Material[] brakeMaterials;

public float currentSteerAngle;
public float turnAmount;

private Vector3 com;
private Rigidbody rigidBody;
private float acceleratorSpeed;
private float brakeSpeed;

void Start () {
    rigidBody = GetComponent<Rigidbody>();
    com = rigidBody.centerOfMass;
    com.y = centerOfMassHeight;
    rigidBody.centerOfMass = com;
}

void FixedUpdate () {
    currentSpeed = 2 * Mathf.PI * wheelFL.radius * wheelFL.rpm * 60 / 1000;
    if(currentSpeed < topSpeed && currentSpeed > -maxReverseSpeed){
        wheelFL.motorTorque = Torque * Input.GetAxis("Vertical");
        wheelFR.motorTorque = Torque * Input.GetAxis("Vertical");
        wheelRL.motorTorque = Torque * Input.GetAxis("Vertical");
        wheelRR.motorTorque = Torque * Input.GetAxis("Vertical");
    }else{
        wheelFL.motorTorque = 0;
        wheelFR.motorTorque = 0;
        wheelRL.motorTorque = 0;
        wheelRR.motorTorque = 0;
    }


    if(!Input.GetButton("Vertical")){
        wheelFL.brakeTorque = decelerationRate;
        wheelFR.brakeTorque = decelerationRate;
        wheelRL.brakeTorque = decelerationRate;
        wheelRR.brakeTorque = decelerationRate;
    }else{
        wheelFL.brakeTorque = 0;
        wheelFR.brakeTorque = 0;
        wheelRL.brakeTorque = 0;
        wheelRR.brakeTorque = 0;
    }

    if(Input.GetAxis("Vertical") < 0){
        //Changing The Materials
        Material[] mats = trunk.GetComponent<Renderer>().materials;
        mats[0] = brakeMaterials[1];

        trunk.GetComponent<Renderer>().materials = mats;
    }else{
        //Reseting The Materials
        Material[] mats = trunk.GetComponent<Renderer>().materials;
        mats[0] = brakeMaterials[0];

        trunk.GetComponent<Renderer>().materials = mats;
    }

    speed = GetComponent<Rigidbody>().velocity.magnitude * 15;
    float speedFactor = 1 - (GetComponent<Rigidbody>().velocity.magnitude * 3.6f / topSpeed);
    currentSteerAngle = highSpeedSteerAngle + ((lowSpeedSteerAngle - highSpeedSteerAngle) * speedFactor);
    turnAmount = currentSteerAngle * Input.GetAxis("Horizontal");
    wheelFL.steerAngle = turnAmount;
    wheelFR.steerAngle = turnAmount;
}

void Update () {
    wheelFL_Trans.Rotate(0, 0, wheelFL.rpm / 60 * 360 * Time.deltaTime);
    wheelFR_Trans.Rotate(0, 0, wheelFR.rpm / 60 * 360 * Time.deltaTime);
    wheelRL_Trans.Rotate(0, 0, wheelRL.rpm / 60 * 360 * Time.deltaTime);
    wheelRR_Trans.Rotate(0, 0, wheelRR.rpm / 60 * 360 * Time.deltaTime);

    Vector3 wheelSteerAngle = wheelFL_Trans.localEulerAngles;
    wheelSteerAngle.y = turnAmount + 90;
    wheelFL_Trans.localEulerAngles = wheelSteerAngle;
    wheelFR_Trans.localEulerAngles = wheelSteerAngle;

    if(Input.GetKeyDown(KeyCode.P)){
        Vector3 resetPosition = new Vector3(transform.position.x, 1.5f, transform.position.z);
        Quaternion resetRotation = Quaternion.Euler(0f, 0f, 0f);

        //Reseting Velocity
        GetComponent<Rigidbody>().velocity = new Vector3(0f, 0f, 0f);

        //Reseting Rotation
        transform.rotation = resetRotation;

        //Reseting Position
        transform.position = resetPosition;

        //Reseting Motor Torque and Steering Angle
        wheelFL.motorTorque = 0f;
        wheelFR.motorTorque = 0f;
        wheelRL.motorTorque = 0f;
        wheelRR.motorTorque = 0f;

        wheelFL.steerAngle = 0f;
        wheelFR.steerAngle = 0f;
        wheelRL.steerAngle = 0f;
        wheelRR.steerAngle = 0f;
    }

    acceleratorSpeed = wheelFL.motorTorque;
    brakeSpeed = wheelFL.motorTorque;

    if(acceleratorSpeed < 0){
        acceleratorSpeed = 0;
    }

    if(brakeSpeed > 0){
        brakeSpeed = 0;
    }

    if(speed >= 350){
        speed = 350;
    }

    speedometer.transform.localRotation = Quaternion.Euler(speed * speedometerRotationFactor - 100, 90f, 0f);
    accelerator.transform.localRotation = Quaternion.Euler(acceleratorSpeed * pedalRotationFactor, 0f, 0f);
    brake.transform.localRotation = Quaternion.Euler(brakeSpeed * pedalRotationFactor * -1, 0f, 0f);

}

2 个答案:

答案 0 :(得分:1)

我假设您已将maxSpeed设置为公里/英里/小时,是吗?您应该注意,velocity.magnitude以m / s为单位返回速度,需要将其转换为您在汽车脚本中用于速度的单位。如果是m / s到km / h,那么你可以将速度大小乘以3.6。如果是m / s到miles / h,那么将幅度乘以2.2369362920544。所以你的speedFactor现在将是

float speedFactor = GetComponent<Rigidbody>().velocity.magnitude * 3.6f / maxSpeed; //or magnitude * 2.236936f for miles/h

答案 1 :(得分:0)

我不是团结专家,但看起来像是

public float lowSpeedSteerAngle;
public float highSpeedSteerAngle;

可能是你的问题。除非我遗漏了某些内容,否则会声明这些变量,然后调用它们,而不会为它们分配任何值。