赛车demo

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Car_player : MonoBehaviour
{
    [Header("四个轮子")]
    public  GameObject[] wheel_obj;
    [Header("四个 WheelColider")]
    public  WheelCollider[] wheel_colider;

    [Header("最大角距")]
    private float max_steerAngle = 30;
    [Header("电动机转矩")]
    private float motorTorque=200;

    [Header("相机跟随速度")]
    public float speed=3;
    [Header("相机跟随的固定点")]
    private Vector3 point;
    [Header("相机跟随目标")]
    private Transform target;
    [Header("临时变量")]
    private Vector3 target_position;

    private float H;
    private float v;
    // Start is called before the first frame update
    void Start()
    {
        //注意点 1.父类添加Rigidbody 并添加质量1000左右,并添加colider  2.colider 不要贴地皮否则不移动
        target = transform;
        point = new Vector3 (0,3,-5);
    }

    // Update is called once per frame
    void Update()
    {
        H = Input.GetAxis("Horizontal");
        v = Input.GetAxis("Vertical");
        if (Mathf.Abs(H) == 0 && Mathf.Abs(v) == 0)
        {
            return;
        }
        Move();
    }
    private void Move()
    {
        //前两轮  绕y轴旋转的角度 即转向
        for (int i = 0; i < 2; i++)
        {
            wheel_colider[i].steerAngle = H * max_steerAngle;
        }
        //四个轮的绕 x轴旋转 并移动
        for (int i = 0; i < wheel_colider.Length; i++)
        {
            wheel_colider[i].motorTorque = motorTorque * v;
        }
        // 轮胎 模型跟随wheelcolider 转动 rpm 转速默认每分钟
        for (int i = 0; i < 4; i++)
        {
            wheel_obj[i].transform.localRotation = Quaternion.Euler(wheel_colider[i].rpm*360/60, wheel_colider[i].steerAngle,0);
        }

    }
   
    private void FixedUpdate()
    {
        target_position = target.position + target.TransformDirection(point);
        Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, target_position,Time.deltaTime* speed);

        Camera.main.transform.LookAt(target);
    }
}

 

 

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