141 lines
5.7 KiB
C#
141 lines
5.7 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Dreamteck.Splines.Examples
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{
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public class RollerCoaster : MonoBehaviour
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{
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[System.Serializable]
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public class CoasterSound
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{
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public float startPercent = 0f;
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public float endPercent = 1f;
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public AudioSource source;
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public float startPitch = 1f;
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public float endPitch = 1f;
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}
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public float speed = 10f;
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public float minSpeed = 1f;
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public float maxSpeed = 20f;
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public float frictionForce = 0.1f;
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public float gravityForce = 1f;
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public float slopeRange = 60f;
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SplineFollower follower;
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public AnimationCurve speedGain;
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public AnimationCurve speedLoss;
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public float brakeSpeed = 0f;
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public float brakeReleaseSpeed = 0f;
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private float brakeTime = 0f;
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private float brakeForce = 0f;
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private float addForce = 0f;
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public CoasterSound[] sounds;
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public AudioSource brakeSound;
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public AudioSource boostSound;
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public float soundFadeLength = 0.15f;
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// Use this for initialization
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void Start()
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{
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follower = GetComponent<SplineFollower>();
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follower.onEndReached += OnEndReached;
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Cursor.lockState = CursorLockMode.Locked;
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}
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void OnEndReached(double last)
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{
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//Detect when the wagon has reached the end of the spline
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List<SplineComputer> computers = new List<SplineComputer>();
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List<int> connections = new List<int>();
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List<int> connected = new List<int>();
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follower.spline.GetConnectedComputers(computers, connections, connected, 1.0, follower.direction, true); //Get the avaiable connected computers at the end of the spline
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if (computers.Count == 0) return;
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//Do not select computers that are not connected at the first point so that we don't reverse direction
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for (int i = 0; i < computers.Count; i++)
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{
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if(connected[i] != 0)
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{
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computers.RemoveAt(i);
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connections.RemoveAt(i);
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connected.RemoveAt(i);
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i--;
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continue;
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}
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}
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float distance = follower.CalculateLength(0.0, follower.result.percent); //Get the excess distance after looping
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follower.spline = computers[Random.Range(0, computers.Count)]; //Change the spline computer to the new spline
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follower.SetDistance(distance); //Set the excess distance along the new spline
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape)) Cursor.lockState = CursorLockMode.None;
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float dot = Vector3.Dot(this.transform.forward, Vector3.down);
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float dotPercent = Mathf.Lerp(-slopeRange / 90f, slopeRange / 90f, (dot + 1f) / 2f);
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speed -= Time.deltaTime * frictionForce * (1f - brakeForce);
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float speedAdd = 0f;
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float speedPercent = Mathf.InverseLerp(minSpeed, maxSpeed, speed);
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if (dotPercent > 0f)
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{
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speedAdd = gravityForce * dotPercent * speedGain.Evaluate(speedPercent) * Time.deltaTime;
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}
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else
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{
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speedAdd = gravityForce * dotPercent * speedLoss.Evaluate(1f-speedPercent) * Time.deltaTime;
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}
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speed += speedAdd * (1f-brakeForce);
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speed = Mathf.Clamp(speed, minSpeed, maxSpeed);
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if (addForce > 0f) {
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float lastAdd = addForce;
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addForce = Mathf.MoveTowards(addForce, 0f, Time.deltaTime * 30f);
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speed += lastAdd - addForce;
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}
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follower.followSpeed = speed;
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follower.followSpeed *= (1f - brakeForce);
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if (brakeTime > Time.time) brakeForce = Mathf.MoveTowards(brakeForce, 1f, Time.deltaTime * brakeSpeed);
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else brakeForce = Mathf.MoveTowards(brakeForce, 0f, Time.deltaTime * brakeReleaseSpeed);
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speedPercent = Mathf.Clamp01(speed/maxSpeed)*(1f-brakeForce);
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for (int i = 0; i < sounds.Length; i++) {
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if (speedPercent < sounds[i].startPercent - soundFadeLength || speedPercent > sounds[i].endPercent + soundFadeLength)
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{
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if (sounds[i].source.isPlaying) sounds[i].source.Pause();
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continue;
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}
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else if (!sounds[i].source.isPlaying) sounds[i].source.UnPause();
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float volume = 1f;
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if (speedPercent < sounds[i].startPercent+soundFadeLength) volume = Mathf.InverseLerp(sounds[i].startPercent, sounds[i].startPercent+soundFadeLength, speedPercent);
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else if (speedPercent > sounds[i].endPercent) volume = Mathf.InverseLerp(sounds[i].endPercent + soundFadeLength, sounds[i].endPercent, speedPercent);
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float pitchPercent = Mathf.InverseLerp(sounds[i].startPercent, sounds[i].endPercent, speedPercent);
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sounds[i].source.volume = volume;
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sounds[i].source.pitch = Mathf.Lerp(sounds[i].startPitch, sounds[i].endPitch, pitchPercent);
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}
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}
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public void AddBrake(float time)
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{
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brakeTime = Time.time + time;
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brakeSound.Stop();
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brakeSound.Play();
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}
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public void RemoveBrake()
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{
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brakeTime = 0f;
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}
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public void AddForce(float amount)
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{
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addForce = amount;
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boostSound.Stop();
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boostSound.Play();
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}
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}
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}
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