提交测试载具配置
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@ -10,49 +10,49 @@ namespace KartGame.KartSystems
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{
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||||
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|
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|
||||
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public ArcadeKart.Stats modifiers; // 增益修改器
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public string PowerUpID; // 增益ID
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|
||||
public float MaxTime; // 最大持续时间
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct Stats
|
||||
{
|
||||
[Header("Movement Settings")]
|
||||
[Min(0.001f), Tooltip("Top speed attainable when moving forward.")]
|
||||
[Header("移动设置")]
|
||||
[Min(0.001f), Tooltip("前进时能达到的最高速度")]
|
||||
public float TopSpeed;
|
||||
|
||||
[Tooltip("How quickly the kart reaches top speed.")]
|
||||
[Tooltip("达到最高速度的快慢")]
|
||||
public float Acceleration;
|
||||
|
||||
[Min(0.001f), Tooltip("Top speed attainable when moving backward.")]
|
||||
[Min(0.001f), Tooltip("后退时能达到的最高速度")]
|
||||
public float ReverseSpeed;
|
||||
|
||||
[Tooltip("How quickly the kart reaches top speed, when moving backward.")]
|
||||
[Tooltip("后退时的加速度")]
|
||||
public float ReverseAcceleration;
|
||||
|
||||
[Tooltip("How quickly the kart starts accelerating from 0. A higher number means it accelerates faster sooner.")]
|
||||
[Tooltip("从0开始加速的快慢。数值越高,起步加速越快")]
|
||||
[Range(0.2f, 1)]
|
||||
public float AccelerationCurve;
|
||||
|
||||
[Tooltip("How quickly the kart slows down when the brake is applied.")]
|
||||
[Tooltip("按下刹车时车辆减速的快慢")]
|
||||
public float Braking;
|
||||
|
||||
[Tooltip("How quickly the kart will reach a full stop when no inputs are made.")]
|
||||
[Tooltip("没有输入时,车辆完全停止的快慢")]
|
||||
public float CoastingDrag;
|
||||
|
||||
[Range(0.0f, 1.0f)]
|
||||
[Tooltip("The amount of side-to-side friction.")]
|
||||
[Tooltip("横向摩擦力(抓地力)量")]
|
||||
public float Grip;
|
||||
|
||||
[Tooltip("How tightly the kart can turn left or right.")]
|
||||
[Tooltip("车辆左右转弯的灵活度")]
|
||||
public float Steer;
|
||||
|
||||
[Tooltip("Additional gravity for when the kart is in the air.")]
|
||||
[Tooltip("当车辆在空中时的额外重力")]
|
||||
public float AddedGravity;
|
||||
|
||||
// allow for stat adding for powerups.
|
||||
// 允许增益道具进行数值累加
|
||||
public static Stats operator +(Stats a, Stats b)
|
||||
{
|
||||
return new Stats
|
||||
|
|
@ -73,8 +73,8 @@ namespace KartGame.KartSystems
|
|||
|
||||
public Rigidbody Rigidbody { get; private set; }
|
||||
public InputData Input { get; private set; }
|
||||
public float AirPercent { get; private set; }
|
||||
public float GroundPercent { get; private set; }
|
||||
public float AirPercent { get; private set; } // 腾空百分比
|
||||
public float GroundPercent { get; private set; } // 着地百分比
|
||||
|
||||
public ArcadeKart.Stats baseStats = new ArcadeKart.Stats
|
||||
{
|
||||
|
|
@ -90,78 +90,78 @@ namespace KartGame.KartSystems
|
|||
AddedGravity = 1f,
|
||||
};
|
||||
|
||||
[Header("Vehicle Visual")]
|
||||
public List<GameObject> m_VisualWheels;
|
||||
[Header("车辆视觉")]
|
||||
public List<GameObject> m_VisualWheels; // 视觉轮子列表
|
||||
|
||||
[Header("Vehicle Physics")]
|
||||
[Tooltip("The transform that determines the position of the kart's mass.")]
|
||||
[Header("车辆物理")]
|
||||
[Tooltip("决定重心位置的变换节点")]
|
||||
public Transform CenterOfMass;
|
||||
|
||||
[Range(0.0f, 20.0f), Tooltip("Coefficient used to reorient the kart in the air. The higher the number, the faster the kart will readjust itself along the horizontal plane.")]
|
||||
[Range(0.0f, 20.0f), Tooltip("用于在空中重新调整车辆方向的系数。数值越高,车辆在水平面上自矫正越快")]
|
||||
public float AirborneReorientationCoefficient = 3.0f;
|
||||
|
||||
[Header("Drifting")]
|
||||
[Range(0.01f, 1.0f), Tooltip("The grip value when drifting.")]
|
||||
[Header("漂移")]
|
||||
[Range(0.01f, 1.0f), Tooltip("漂移时的抓地力数值")]
|
||||
public float DriftGrip = 0.4f;
|
||||
[Range(0.0f, 10.0f), Tooltip("Additional steer when the kart is drifting.")]
|
||||
[Range(0.0f, 10.0f), Tooltip("漂移时的额外转向力")]
|
||||
public float DriftAdditionalSteer = 5.0f;
|
||||
[Range(1.0f, 30.0f), Tooltip("The higher the angle, the easier it is to regain full grip.")]
|
||||
[Range(1.0f, 30.0f), Tooltip("角度越高,越容易恢复完全抓地力")]
|
||||
public float MinAngleToFinishDrift = 10.0f;
|
||||
[Range(0.01f, 0.99f), Tooltip("Mininum speed percentage to switch back to full grip.")]
|
||||
[Range(0.01f, 0.99f), Tooltip("切换回完全抓地力所需的最低速度百分比")]
|
||||
public float MinSpeedPercentToFinishDrift = 0.5f;
|
||||
[Range(1.0f, 20.0f), Tooltip("The higher the value, the easier it is to control the drift steering.")]
|
||||
[Range(1.0f, 20.0f), Tooltip("数值越高,漂移转向越容易控制")]
|
||||
public float DriftControl = 10.0f;
|
||||
[Range(0.0f, 20.0f), Tooltip("The lower the value, the longer the drift will last without trying to control it by steering.")]
|
||||
[Range(0.0f, 20.0f), Tooltip("数值越低,不操作转向时漂移持续时间越长")]
|
||||
public float DriftDampening = 10.0f;
|
||||
|
||||
[Header("VFX")]
|
||||
[Tooltip("VFX that will be placed on the wheels when drifting.")]
|
||||
[Header("视觉特效 (VFX)")]
|
||||
[Tooltip("漂移时轮子上出现的火花粒子")]
|
||||
public ParticleSystem DriftSparkVFX;
|
||||
[Range(0.0f, 0.2f), Tooltip("Offset to displace the VFX to the side.")]
|
||||
[Range(0.0f, 0.2f), Tooltip("火花粒子侧向偏移量")]
|
||||
public float DriftSparkHorizontalOffset = 0.1f;
|
||||
[Range(0.0f, 90.0f), Tooltip("Angle to rotate the VFX.")]
|
||||
[Range(0.0f, 90.0f), Tooltip("火花粒子旋转角度")]
|
||||
public float DriftSparkRotation = 17.0f;
|
||||
[Tooltip("VFX that will be placed on the wheels when drifting.")]
|
||||
[Tooltip("漂移留下的胎痕预制体")]
|
||||
public GameObject DriftTrailPrefab;
|
||||
[Range(-0.1f, 0.1f), Tooltip("Vertical to move the trails up or down and ensure they are above the ground.")]
|
||||
[Range(-0.1f, 0.1f), Tooltip("胎痕的垂直偏移,确保其在地面上方")]
|
||||
public float DriftTrailVerticalOffset;
|
||||
[Tooltip("VFX that will spawn upon landing, after a jump.")]
|
||||
[Tooltip("跳跃落地时产生的特效")]
|
||||
public GameObject JumpVFX;
|
||||
[Tooltip("VFX that is spawn on the nozzles of the kart.")]
|
||||
[Tooltip("排气管喷火特效")]
|
||||
public GameObject NozzleVFX;
|
||||
[Tooltip("List of the kart's nozzles.")]
|
||||
[Tooltip("排气管位置列表")]
|
||||
public List<Transform> Nozzles;
|
||||
|
||||
[Header("Suspensions")]
|
||||
[Tooltip("The maximum extension possible between the kart's body and the wheels.")]
|
||||
[Header("悬挂系统")]
|
||||
[Tooltip("车身与轮子之间允许的最大伸缩长度")]
|
||||
[Range(0.0f, 1.0f)]
|
||||
public float SuspensionHeight = 0.2f;
|
||||
[Range(10.0f, 100000.0f), Tooltip("The higher the value, the stiffer the suspension will be.")]
|
||||
[Range(10.0f, 100000.0f), Tooltip("数值越高,悬挂越硬")]
|
||||
public float SuspensionSpring = 20000.0f;
|
||||
[Range(0.0f, 5000.0f), Tooltip("The higher the value, the faster the kart will stabilize itself.")]
|
||||
[Range(0.0f, 5000.0f), Tooltip("数值越高,车辆平衡恢复得越快")]
|
||||
public float SuspensionDamp = 500.0f;
|
||||
[Tooltip("Vertical offset to adjust the position of the wheels relative to the kart's body.")]
|
||||
[Tooltip("调整轮子相对于车身垂直位置的偏移")]
|
||||
[Range(-1.0f, 1.0f)]
|
||||
public float WheelsPositionVerticalOffset = 0.0f;
|
||||
|
||||
[Header("Physical Wheels")]
|
||||
[Tooltip("The physical representations of the Kart's wheels.")]
|
||||
[Header("物理轮轴 (WheelColliders)")]
|
||||
[Tooltip("轮子的物理碰撞体")]
|
||||
public WheelCollider FrontLeftWheel;
|
||||
public WheelCollider FrontRightWheel;
|
||||
public WheelCollider RearLeftWheel;
|
||||
public WheelCollider RearRightWheel;
|
||||
|
||||
[Tooltip("Which layers the wheels will detect.")]
|
||||
[Tooltip("轮子射线检测的地面层级")]
|
||||
public LayerMask GroundLayers = Physics.DefaultRaycastLayers;
|
||||
|
||||
// the input sources that can control the kart
|
||||
// 控制的输入源列表
|
||||
IInput[] m_Inputs;
|
||||
|
||||
const float k_NullInput = 0.01f;
|
||||
const float k_NullSpeed = 0.01f;
|
||||
Vector3 m_VerticalReference = Vector3.up;
|
||||
|
||||
// Drift params
|
||||
// 漂移参数
|
||||
public bool WantsToDrift { get; private set; } = false;
|
||||
public bool IsDrifting { get; private set; } = false;
|
||||
float m_CurrentGrip = 1.0f;
|
||||
|
|
@ -170,7 +170,7 @@ namespace KartGame.KartSystems
|
|||
readonly List<(GameObject trailRoot, WheelCollider wheel, TrailRenderer trail)> m_DriftTrailInstances = new List<(GameObject, WheelCollider, TrailRenderer)>();
|
||||
readonly List<(WheelCollider wheel, float horizontalOffset, float rotation, ParticleSystem sparks)> m_DriftSparkInstances = new List<(WheelCollider, float, float, ParticleSystem)>();
|
||||
|
||||
// can the kart move?
|
||||
// 车辆是否可移动
|
||||
bool m_CanMove = true;
|
||||
List<StatPowerup> m_ActivePowerupList = new List<StatPowerup>();
|
||||
ArcadeKart.Stats m_FinalStats;
|
||||
|
|
@ -185,27 +185,26 @@ namespace KartGame.KartSystems
|
|||
public void SetCanMove(bool move) => m_CanMove = move;
|
||||
public float GetMaxSpeed() => Mathf.Max(m_FinalStats.TopSpeed, m_FinalStats.ReverseSpeed);
|
||||
|
||||
// 激活/关闭漂移特效
|
||||
private void ActivateDriftVFX(bool active)
|
||||
{
|
||||
foreach (var vfx in m_DriftSparkInstances)
|
||||
{
|
||||
if (active && vfx.wheel.GetGroundHit(out WheelHit hit))
|
||||
{
|
||||
if (!vfx.sparks.isPlaying)
|
||||
vfx.sparks.Play();
|
||||
if (!vfx.sparks.isPlaying) vfx.sparks.Play();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (vfx.sparks.isPlaying)
|
||||
vfx.sparks.Stop(true, ParticleSystemStopBehavior.StopEmitting);
|
||||
if (vfx.sparks.isPlaying) vfx.sparks.Stop(true, ParticleSystemStopBehavior.StopEmitting);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
foreach (var trail in m_DriftTrailInstances)
|
||||
trail.Item3.emitting = active && trail.wheel.GetGroundHit(out WheelHit hit);
|
||||
}
|
||||
|
||||
// 更新漂移特效的方向和位置
|
||||
private void UpdateDriftVFXOrientation()
|
||||
{
|
||||
foreach (var vfx in m_DriftSparkInstances)
|
||||
|
|
@ -221,6 +220,7 @@ namespace KartGame.KartSystems
|
|||
}
|
||||
}
|
||||
|
||||
// 更新轮子的悬挂参数
|
||||
void UpdateSuspensionParams(WheelCollider wheel)
|
||||
{
|
||||
wheel.suspensionDistance = SuspensionHeight;
|
||||
|
|
@ -243,18 +243,21 @@ namespace KartGame.KartSystems
|
|||
|
||||
m_CurrentGrip = baseStats.Grip;
|
||||
|
||||
// 初始化漂移火花
|
||||
if (DriftSparkVFX != null)
|
||||
{
|
||||
AddSparkToWheel(RearLeftWheel, -DriftSparkHorizontalOffset, -DriftSparkRotation);
|
||||
AddSparkToWheel(RearRightWheel, DriftSparkHorizontalOffset, DriftSparkRotation);
|
||||
}
|
||||
|
||||
// 初始化胎痕
|
||||
if (DriftTrailPrefab != null)
|
||||
{
|
||||
AddTrailToWheel(RearLeftWheel);
|
||||
AddTrailToWheel(RearRightWheel);
|
||||
}
|
||||
|
||||
// 生成排气管特效
|
||||
if (NozzleVFX != null)
|
||||
{
|
||||
foreach (var nozzle in Nozzles)
|
||||
|
|
@ -289,27 +292,23 @@ namespace KartGame.KartSystems
|
|||
|
||||
GatherInputs();
|
||||
|
||||
// apply our powerups to create our finalStats
|
||||
// 应用增益道具计算最终属性
|
||||
TickPowerups();
|
||||
|
||||
// apply our physics properties
|
||||
// 更新刚体重心
|
||||
Rigidbody.centerOfMass = transform.InverseTransformPoint(CenterOfMass.position);
|
||||
|
||||
// 检测着地轮数
|
||||
int groundedCount = 0;
|
||||
if (FrontLeftWheel.isGrounded && FrontLeftWheel.GetGroundHit(out WheelHit hit))
|
||||
groundedCount++;
|
||||
if (FrontRightWheel.isGrounded && FrontRightWheel.GetGroundHit(out hit))
|
||||
groundedCount++;
|
||||
if (RearLeftWheel.isGrounded && RearLeftWheel.GetGroundHit(out hit))
|
||||
groundedCount++;
|
||||
if (RearRightWheel.isGrounded && RearRightWheel.GetGroundHit(out hit))
|
||||
groundedCount++;
|
||||
if (FrontLeftWheel.isGrounded && FrontLeftWheel.GetGroundHit(out WheelHit hit)) groundedCount++;
|
||||
if (FrontRightWheel.isGrounded && FrontRightWheel.GetGroundHit(out hit)) groundedCount++;
|
||||
if (RearLeftWheel.isGrounded && RearLeftWheel.GetGroundHit(out hit)) groundedCount++;
|
||||
if (RearRightWheel.isGrounded && RearRightWheel.GetGroundHit(out hit)) groundedCount++;
|
||||
|
||||
// calculate how grounded and airborne we are
|
||||
// 计算着地百分比
|
||||
GroundPercent = (float) groundedCount / 4.0f;
|
||||
AirPercent = 1 - GroundPercent;
|
||||
|
||||
// apply vehicle physics
|
||||
if (m_CanMove)
|
||||
{
|
||||
MoveVehicle(Input.Accelerate, Input.Brake, Input.TurnInput);
|
||||
|
|
@ -317,54 +316,43 @@ namespace KartGame.KartSystems
|
|||
GroundAirbourne();
|
||||
|
||||
m_PreviousGroundPercent = GroundPercent;
|
||||
|
||||
UpdateDriftVFXOrientation();
|
||||
}
|
||||
|
||||
void GatherInputs()
|
||||
{
|
||||
// reset input
|
||||
Input = new InputData();
|
||||
WantsToDrift = false;
|
||||
|
||||
// gather nonzero input from our sources
|
||||
// 从输入源获取输入
|
||||
for (int i = 0; i < m_Inputs.Length; i++)
|
||||
{
|
||||
Input = m_Inputs[i].GenerateInput();
|
||||
// 判定是否想要漂移:按下刹车且正在向前移动
|
||||
WantsToDrift = Input.Brake && Vector3.Dot(Rigidbody.velocity, transform.forward) > 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void TickPowerups()
|
||||
{
|
||||
// remove all elapsed powerups
|
||||
// 移除过期的增益
|
||||
m_ActivePowerupList.RemoveAll((p) => { return p.ElapsedTime > p.MaxTime; });
|
||||
|
||||
// zero out powerups before we add them all up
|
||||
var powerups = new Stats();
|
||||
|
||||
// add up all our powerups
|
||||
for (int i = 0; i < m_ActivePowerupList.Count; i++)
|
||||
{
|
||||
var p = m_ActivePowerupList[i];
|
||||
|
||||
// add elapsed time
|
||||
p.ElapsedTime += Time.fixedDeltaTime;
|
||||
|
||||
// add up the powerups
|
||||
powerups += p.modifiers;
|
||||
}
|
||||
|
||||
// add powerups to our final stats
|
||||
m_FinalStats = baseStats + powerups;
|
||||
|
||||
// clamp values in finalstats
|
||||
m_FinalStats.Grip = Mathf.Clamp(m_FinalStats.Grip, 0, 1);
|
||||
}
|
||||
|
||||
void GroundAirbourne()
|
||||
{
|
||||
// while in the air, fall faster
|
||||
// 在空中时下落得更快
|
||||
if (AirPercent >= 1)
|
||||
{
|
||||
Rigidbody.velocity += Physics.gravity * Time.fixedDeltaTime * m_FinalStats.AddedGravity;
|
||||
|
|
@ -378,6 +366,7 @@ namespace KartGame.KartSystems
|
|||
transform.rotation = Quaternion.Euler(euler);
|
||||
}
|
||||
|
||||
// 获取本地速度比率,用于音效或UI
|
||||
public float LocalSpeed()
|
||||
{
|
||||
if (m_CanMove)
|
||||
|
|
@ -392,7 +381,6 @@ namespace KartGame.KartSystems
|
|||
}
|
||||
else
|
||||
{
|
||||
// use this value to play kart sound when it is waiting the race start countdown.
|
||||
return Input.Accelerate ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
|
|
@ -413,58 +401,57 @@ namespace KartGame.KartSystems
|
|||
}
|
||||
}
|
||||
|
||||
// 车辆移动核心逻辑
|
||||
void MoveVehicle(bool accelerate, bool brake, float turnInput)
|
||||
{
|
||||
// 合并加速和刹车输入
|
||||
float accelInput = (accelerate ? 1.0f : 0.0f) - (brake ? 1.0f : 0.0f);
|
||||
|
||||
// manual acceleration curve coefficient scalar
|
||||
float accelerationCurveCoeff = 5;
|
||||
Vector3 localVel = transform.InverseTransformVector(Rigidbody.velocity);
|
||||
|
||||
bool accelDirectionIsFwd = accelInput >= 0;
|
||||
bool localVelDirectionIsFwd = localVel.z >= 0;
|
||||
|
||||
// use the max speed for the direction we are going--forward or reverse.
|
||||
// 根据行驶方向确定最高时速和加速度
|
||||
float maxSpeed = localVelDirectionIsFwd ? m_FinalStats.TopSpeed : m_FinalStats.ReverseSpeed;
|
||||
float accelPower = accelDirectionIsFwd ? m_FinalStats.Acceleration : m_FinalStats.ReverseAcceleration;
|
||||
|
||||
float currentSpeed = Rigidbody.velocity.magnitude;
|
||||
float accelRampT = currentSpeed / maxSpeed;
|
||||
float multipliedAccelerationCurve = m_FinalStats.AccelerationCurve * accelerationCurveCoeff;
|
||||
// 核心加速曲线计算
|
||||
float accelRamp = Mathf.Lerp(multipliedAccelerationCurve, 1, accelRampT * accelRampT);
|
||||
|
||||
// 判定是否正在通过反向输入进行刹车
|
||||
bool isBraking = (localVelDirectionIsFwd && brake) || (!localVelDirectionIsFwd && accelerate);
|
||||
|
||||
// if we are braking (moving reverse to where we are going)
|
||||
// use the braking accleration instead
|
||||
float finalAccelPower = isBraking ? m_FinalStats.Braking : accelPower;
|
||||
|
||||
float finalAcceleration = finalAccelPower * accelRamp;
|
||||
|
||||
// apply inputs to forward/backward
|
||||
// 应用转向动力:如果是漂移状态使用漂移转向,否则使用正常转向
|
||||
float turningPower = IsDrifting ? m_DriftTurningPower : turnInput * m_FinalStats.Steer;
|
||||
|
||||
Quaternion turnAngle = Quaternion.AngleAxis(turningPower, transform.up);
|
||||
Vector3 fwd = turnAngle * transform.forward;
|
||||
// 只有着地或碰撞时才有动力
|
||||
Vector3 movement = fwd * accelInput * finalAcceleration * ((m_HasCollision || GroundPercent > 0.0f) ? 1.0f : 0.0f);
|
||||
|
||||
// forward movement
|
||||
bool wasOverMaxSpeed = currentSpeed >= maxSpeed;
|
||||
|
||||
// if over max speed, cannot accelerate faster.
|
||||
if (wasOverMaxSpeed && !isBraking)
|
||||
movement *= 0.0f;
|
||||
// 如果超速且不在刹车,禁止进一步加速
|
||||
if (wasOverMaxSpeed && !isBraking) movement *= 0.0f;
|
||||
|
||||
Vector3 newVelocity = Rigidbody.velocity + movement * Time.fixedDeltaTime;
|
||||
newVelocity.y = Rigidbody.velocity.y;
|
||||
|
||||
// clamp max speed if we are on ground
|
||||
// 限制最高速度
|
||||
if (GroundPercent > 0.0f && !wasOverMaxSpeed)
|
||||
{
|
||||
newVelocity = Vector3.ClampMagnitude(newVelocity, maxSpeed);
|
||||
}
|
||||
|
||||
// coasting is when we aren't touching accelerate
|
||||
// 无输入时的滑行阻力
|
||||
if (Mathf.Abs(accelInput) < k_NullInput && GroundPercent > 0.0f)
|
||||
{
|
||||
newVelocity = Vector3.MoveTowards(newVelocity, new Vector3(0, Rigidbody.velocity.y, 0), Time.fixedDeltaTime * m_FinalStats.CoastingDrag);
|
||||
|
|
@ -472,7 +459,7 @@ namespace KartGame.KartSystems
|
|||
|
||||
Rigidbody.velocity = newVelocity;
|
||||
|
||||
// Drift
|
||||
// 漂移与转向物理
|
||||
if (GroundPercent > 0.0f)
|
||||
{
|
||||
if (m_InAir)
|
||||
|
|
@ -481,27 +468,19 @@ namespace KartGame.KartSystems
|
|||
Instantiate(JumpVFX, transform.position, Quaternion.identity);
|
||||
}
|
||||
|
||||
// manual angular velocity coefficient
|
||||
float angularVelocitySteering = 0.4f;
|
||||
float angularVelocitySmoothSpeed = 20f;
|
||||
|
||||
// turning is reversed if we're going in reverse and pressing reverse
|
||||
if (!localVelDirectionIsFwd && !accelDirectionIsFwd)
|
||||
angularVelocitySteering *= -1.0f;
|
||||
if (!localVelDirectionIsFwd && !accelDirectionIsFwd) angularVelocitySteering *= -1.0f;
|
||||
|
||||
var angularVel = Rigidbody.angularVelocity;
|
||||
|
||||
// move the Y angular velocity towards our target
|
||||
// 更新刚体角速度实现转弯
|
||||
angularVel.y = Mathf.MoveTowards(angularVel.y, turningPower * angularVelocitySteering, Time.fixedDeltaTime * angularVelocitySmoothSpeed);
|
||||
|
||||
// apply the angular velocity
|
||||
Rigidbody.angularVelocity = angularVel;
|
||||
|
||||
// rotate rigidbody's velocity as well to generate immediate velocity redirection
|
||||
// manual velocity steering coefficient
|
||||
float velocitySteering = 25f;
|
||||
|
||||
// If the karts lands with a forward not in the velocity direction, we start the drift
|
||||
// 判定着地瞬间是否开始漂移
|
||||
if (GroundPercent >= 0.0f && m_PreviousGroundPercent < 0.1f)
|
||||
{
|
||||
Vector3 flattenVelocity = Vector3.ProjectOnPlane(Rigidbody.velocity, m_VerticalReference).normalized;
|
||||
|
|
@ -513,7 +492,7 @@ namespace KartGame.KartSystems
|
|||
}
|
||||
}
|
||||
|
||||
// Drift Management
|
||||
// 漂移启动管理
|
||||
if (!IsDrifting)
|
||||
{
|
||||
if ((WantsToDrift || isBraking) && currentSpeed > maxSpeed * MinSpeedPercentToFinishDrift)
|
||||
|
|
@ -521,41 +500,35 @@ namespace KartGame.KartSystems
|
|||
IsDrifting = true;
|
||||
m_DriftTurningPower = turningPower + (Mathf.Sign(turningPower) * DriftAdditionalSteer);
|
||||
m_CurrentGrip = DriftGrip;
|
||||
|
||||
ActivateDriftVFX(true);
|
||||
}
|
||||
}
|
||||
|
||||
// 漂移状态维护
|
||||
if (IsDrifting)
|
||||
{
|
||||
float turnInputAbs = Mathf.Abs(turnInput);
|
||||
if (turnInputAbs < k_NullInput)
|
||||
m_DriftTurningPower = Mathf.MoveTowards(m_DriftTurningPower, 0.0f, Mathf.Clamp01(DriftDampening * Time.fixedDeltaTime));
|
||||
|
||||
// Update the turning power based on input
|
||||
float driftMaxSteerValue = m_FinalStats.Steer + DriftAdditionalSteer;
|
||||
m_DriftTurningPower = Mathf.Clamp(m_DriftTurningPower + (turnInput * Mathf.Clamp01(DriftControl * Time.fixedDeltaTime)), -driftMaxSteerValue, driftMaxSteerValue);
|
||||
|
||||
bool facingVelocity = Vector3.Dot(Rigidbody.velocity.normalized, transform.forward * Mathf.Sign(accelInput)) > Mathf.Cos(MinAngleToFinishDrift * Mathf.Deg2Rad);
|
||||
|
||||
bool canEndDrift = true;
|
||||
if (isBraking)
|
||||
canEndDrift = false;
|
||||
else if (!facingVelocity)
|
||||
canEndDrift = false;
|
||||
else if (turnInputAbs >= k_NullInput && currentSpeed > maxSpeed * MinSpeedPercentToFinishDrift)
|
||||
canEndDrift = false;
|
||||
if (isBraking) canEndDrift = false;
|
||||
else if (!facingVelocity) canEndDrift = false;
|
||||
else if (turnInputAbs >= k_NullInput && currentSpeed > maxSpeed * MinSpeedPercentToFinishDrift) canEndDrift = false;
|
||||
|
||||
if (canEndDrift || currentSpeed < k_NullSpeed)
|
||||
{
|
||||
// No Input, and car aligned with speed direction => Stop the drift
|
||||
IsDrifting = false;
|
||||
m_CurrentGrip = m_FinalStats.Grip;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// rotate our velocity based on current steer value
|
||||
// 核心:根据转向值旋转速度向量
|
||||
Rigidbody.velocity = Quaternion.AngleAxis(turningPower * Mathf.Sign(localVel.z) * velocitySteering * m_CurrentGrip * Time.fixedDeltaTime, transform.up) * Rigidbody.velocity;
|
||||
}
|
||||
else
|
||||
|
|
@ -563,11 +536,11 @@ namespace KartGame.KartSystems
|
|||
m_InAir = true;
|
||||
}
|
||||
|
||||
bool validPosition = false;
|
||||
if (Physics.Raycast(transform.position + (transform.up * 0.1f), -transform.up, out RaycastHit hit, 3.0f, 1 << 9 | 1 << 10 | 1 << 11)) // Layer: ground (9) / Environment(10) / Track (11)
|
||||
// 矫正车辆在坡道或空中的水平参考面
|
||||
if (Physics.Raycast(transform.position + (transform.up * 0.1f), -transform.up, out RaycastHit hit, 3.0f, 1 << 9 | 1 << 10 | 1 << 11))
|
||||
{
|
||||
Vector3 lerpVector = (m_HasCollision && m_LastCollisionNormal.y > hit.normal.y) ? m_LastCollisionNormal : hit.normal;
|
||||
m_VerticalReference = Vector3.Slerp(m_VerticalReference, lerpVector, Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime * (GroundPercent > 0.0f ? 10.0f : 1.0f))); // Blend faster if on ground
|
||||
m_VerticalReference = Vector3.Slerp(m_VerticalReference, lerpVector, Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime * (GroundPercent > 0.0f ? 10.0f : 1.0f)));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -575,26 +548,18 @@ namespace KartGame.KartSystems
|
|||
m_VerticalReference = Vector3.Slerp(m_VerticalReference, lerpVector, Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime));
|
||||
}
|
||||
|
||||
validPosition = GroundPercent > 0.7f && !m_HasCollision && Vector3.Dot(m_VerticalReference, Vector3.up) > 0.9f;
|
||||
|
||||
// Airborne / Half on ground management
|
||||
// 在空中或着地不稳时,自动矫正旋转以防侧翻
|
||||
if (GroundPercent < 0.7f)
|
||||
{
|
||||
Rigidbody.angularVelocity = new Vector3(0.0f, Rigidbody.angularVelocity.y * 0.98f, 0.0f);
|
||||
Vector3 finalOrientationDirection = Vector3.ProjectOnPlane(transform.forward, m_VerticalReference);
|
||||
finalOrientationDirection.Normalize();
|
||||
Vector3 finalOrientationDirection = Vector3.ProjectOnPlane(transform.forward, m_VerticalReference).normalized;
|
||||
if (finalOrientationDirection.sqrMagnitude > 0.0f)
|
||||
{
|
||||
Rigidbody.MoveRotation(Quaternion.Lerp(Rigidbody.rotation, Quaternion.LookRotation(finalOrientationDirection, m_VerticalReference), Mathf.Clamp01(AirborneReorientationCoefficient * Time.fixedDeltaTime)));
|
||||
}
|
||||
}
|
||||
else if (validPosition)
|
||||
{
|
||||
m_LastValidPosition = transform.position;
|
||||
m_LastValidRotation.eulerAngles = new Vector3(0.0f, transform.rotation.y, 0.0f);
|
||||
}
|
||||
|
||||
ActivateDriftVFX(IsDrifting && GroundPercent > 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
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}
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m_AdditionalLightsCookieFormat: 3
|
||||
m_UseSRPBatcher: 1
|
||||
m_SupportsDynamicBatching: 0
|
||||
m_MixedLightingSupported: 1
|
||||
m_SupportsLightCookies: 1
|
||||
m_SupportsLightLayers: 0
|
||||
m_DebugLevel: 0
|
||||
m_StoreActionsOptimization: 0
|
||||
m_EnableRenderGraph: 0
|
||||
m_UseAdaptivePerformance: 1
|
||||
m_ColorGradingMode: 0
|
||||
m_ColorGradingLutSize: 16
|
||||
m_UseFastSRGBLinearConversion: 0
|
||||
m_SupportDataDrivenLensFlare: 1
|
||||
m_ShadowType: 1
|
||||
m_LocalShadowsSupported: 0
|
||||
m_LocalShadowsAtlasResolution: 256
|
||||
m_MaxPixelLights: 0
|
||||
m_ShadowAtlasResolution: 256
|
||||
m_ShaderVariantLogLevel: 0
|
||||
m_VolumeFrameworkUpdateMode: 0
|
||||
m_Textures:
|
||||
blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3}
|
||||
bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3}
|
||||
m_PrefilteringModeMainLightShadows: 1
|
||||
m_PrefilteringModeAdditionalLight: 4
|
||||
m_PrefilteringModeAdditionalLightShadows: 1
|
||||
m_PrefilterXRKeywords: 0
|
||||
m_PrefilteringModeForwardPlus: 1
|
||||
m_PrefilteringModeDeferredRendering: 1
|
||||
m_PrefilteringModeScreenSpaceOcclusion: 1
|
||||
m_PrefilterDebugKeywords: 0
|
||||
m_PrefilterWriteRenderingLayers: 0
|
||||
m_PrefilterHDROutput: 0
|
||||
m_PrefilterSSAODepthNormals: 0
|
||||
m_PrefilterSSAOSourceDepthLow: 0
|
||||
m_PrefilterSSAOSourceDepthMedium: 0
|
||||
m_PrefilterSSAOSourceDepthHigh: 0
|
||||
m_PrefilterSSAOInterleaved: 0
|
||||
m_PrefilterSSAOBlueNoise: 0
|
||||
m_PrefilterSSAOSampleCountLow: 0
|
||||
m_PrefilterSSAOSampleCountMedium: 0
|
||||
m_PrefilterSSAOSampleCountHigh: 0
|
||||
m_PrefilterDBufferMRT1: 0
|
||||
m_PrefilterDBufferMRT2: 0
|
||||
m_PrefilterDBufferMRT3: 0
|
||||
m_PrefilterSoftShadowsQualityLow: 0
|
||||
m_PrefilterSoftShadowsQualityMedium: 0
|
||||
m_PrefilterSoftShadowsQualityHigh: 0
|
||||
m_PrefilterSoftShadows: 0
|
||||
m_PrefilterScreenCoord: 0
|
||||
m_PrefilterNativeRenderPass: 0
|
||||
m_ShaderVariantLogLevel: 0
|
||||
m_ShadowCascades: 0
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
"com.unity.ai.navigation": "1.1.6",
|
||||
"com.unity.barracuda": "3.0.0",
|
||||
"com.unity.burst": "1.8.21",
|
||||
"com.unity.cinemachine": "2.10.3",
|
||||
"com.unity.cinemachine": "2.10.6",
|
||||
"com.unity.collab-proxy": "2.11.2",
|
||||
"com.unity.connect.share": "4.2.3",
|
||||
"com.unity.editorcoroutines": "1.0.0",
|
||||
|
|
@ -11,6 +11,7 @@
|
|||
"com.unity.ide.rider": "3.0.36",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.ide.vscode": "1.2.5",
|
||||
"com.unity.inputsystem": "1.14.2",
|
||||
"com.unity.learn.iet-framework": "3.1.3",
|
||||
"com.unity.mathematics": "1.2.6",
|
||||
"com.unity.ml-agents": "2.0.1",
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@
|
|||
"url": "https://packages.unity.cn"
|
||||
},
|
||||
"com.unity.cinemachine": {
|
||||
"version": "2.10.3",
|
||||
"version": "2.10.6",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
|
@ -95,6 +95,15 @@
|
|||
"dependencies": {},
|
||||
"url": "https://packages.unity.cn"
|
||||
},
|
||||
"com.unity.inputsystem": {
|
||||
"version": "1.14.2",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.uielements": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.cn"
|
||||
},
|
||||
"com.unity.learn.iet-framework": {
|
||||
"version": "3.1.3",
|
||||
"depth": 0,
|
||||
|
|
|
|||
|
|
@ -1,5 +1,21 @@
|
|||
{
|
||||
"m_Dictionary": {
|
||||
"m_DictionaryValues": []
|
||||
"m_DictionaryValues": [
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "createDefaultBuildsFolder",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "firstTime",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "autoPublish",
|
||||
"value": "{\"m_Value\":true}"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue