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Boat Controller
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using UnityEngine; | |
using System.Collections; | |
public class ShipController : MonoBehaviour { | |
public GameObject oRudder; | |
public float throttle = 0.0f; | |
public float throttleRate = 0.1f; | |
public float throttleStep = 0.1f; | |
public float accRate = 4.3f; | |
public float life = 100f; | |
public float fuel = 100f; | |
public float rudder = 0.0f; | |
public float maxRudder = 40.0f; | |
public float rudderDelta = 10.0f; | |
public float speed = 1.0f; | |
public float acceleration = 1.0f; | |
public float maxspeed = 2.0f; | |
public float minspeed = -0.25f; | |
public float heading = 0.0f; | |
public float speedRate = 0.5f; | |
private bool rudderControl; | |
private float rudderAngle = 0.0f; | |
// Use this for initialization | |
void Start () { | |
rudderControl = true; | |
} | |
// Update is called once per frame | |
void Update () { | |
float rot = transform.rotation.eulerAngles.z; | |
speed = rigidbody2D.velocity.sqrMagnitude; | |
// Steering | |
rudder += Input.GetAxis("Horizontal") * rudderDelta * Time.deltaTime; | |
if( rudder > maxRudder ){ | |
rudder = maxRudder; | |
} else if ( rudder < -maxRudder ){ | |
rudder = -maxRudder; | |
} | |
float angle = (rudder + rot + 180); | |
Vector3 dir = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.down; | |
// Up Key - Increase Throttle | |
if(Input.GetAxis ("Vertical") > 0){ | |
throttle = throttle + throttleStep; | |
} | |
// Down Key - Decrease Throttle | |
if(Input.GetAxis ("Vertical") < 0){ | |
throttle = throttle - throttleStep; | |
} | |
// Rudder Force | |
rigidbody2D.AddForceAtPosition(dir *speed * speedRate, oRudder.gameObject.transform.position); | |
// Throttle Force | |
rigidbody2D.AddForce(transform.up * throttle * throttleRate ); | |
} | |
float signedSqrt(float x ){ | |
float r = Mathf.Sqrt(Mathf.Abs( x )); | |
if( x < 0 ){ | |
return -r; | |
} else { | |
return r; | |
} | |
} | |
} |
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