Unity 赛车控制器

60 篇文章 2 订阅

脚本挂载在车子上车子需要具有Rigidbody2D组件

其中子物体:

wheelFront:车子前轮,有CircleCollider,WheelJoint2D和Rigidbody2D组件

wheelBack:车子后轮,有CircleCollider,WheelJoint2D和Rigidbody2D组件

wheelFrontTrigger车子前轮下方的检测器,需要勾选Trigger的CircleCollider和属性为Kinematic的Rigidbody2D组件,以及一个简单的GetWheelTrigger脚本(文章末尾)

wheelBackTrigger车子后轮下方的检测器,需要勾选Trigger的CircleCollider和属性为Kinematic的Rigidbody2D组件,以及一个简单的GetWheelTrigger脚本(文章末尾)

文中用到的GameManager在这篇文章:Unity学习笔记:在GameManager里记录手游操作框架_努力长头发的程序猿的博客-CSDN博客

using UnityEngine;
using Transform = UnityEngine.Transform;

public class CarController : MonoBehaviour
{
    public Transform mainCar { get; set; }
    
    private WheelJoint2D wheelFront, wheelBack;
 
    private Rigidbody2D wheelFrontRig, wheelBackRig;

    private Rigidbody2D mainRig;
    
    private float speed;
 
    private float speedMax = 750.0f;

    private float speedUp;

    private float holdSpeed = 100.0f;
    
    private JointMotor2D frontMotor = new JointMotor2D();
    private JointMotor2D backMotor = new JointMotor2D();

    private bool stopSpeed;
    
    private void Awake()
    {
        mainCar = transform;
        mainCar.gameObject.SetActive(true);
        wheelFront = mainCar.Find("Wheel/front").GetComponent<WheelJoint2D>();
        wheelBack = mainCar.Find("Wheel/back").GetComponent<WheelJoint2D>();
        wheelFrontRig = wheelFront.GetComponent<Rigidbody2D>();
        wheelBackRig = wheelBack.GetComponent<Rigidbody2D>();
        mainRig = mainCar.GetComponent<Rigidbody2D>();
    }
    
    void Update()
    {
        if (GameManager.Main.ClickLeftScreen())
        {
            speed = -speedMax + speedUp;
            SetWheelRig(true);
            stopSpeed = false;
        }
        else if (GameManager.Main.ClickRightScreen())
        {
            speed = speedMax + speedUp;
            SetWheelRig(true);
            stopSpeed = false;
        }
        else
        {
            speed = 0;
            SetWheelRig(false);
            stopSpeed = true;
        }
    }
 
    private void FixedUpdate()
    {
        if(speedUp > 0){ speedUp -= 1; }
        if (stopSpeed)
        {
            wheelFront.useMotor = false;
            wheelBack.useMotor = false;
            return;
        }
        frontMotor.motorSpeed = speed;
        backMotor.motorSpeed = speed;
        frontMotor.maxMotorTorque = speedMax + speedUp;
        backMotor.maxMotorTorque = speedMax + speedUp;
        wheelFront.motor = frontMotor;
        wheelBack.motor = backMotor;
    }
    
    void SetWheelRig(bool fast)
    {
        if (fast)
        {
            wheelFrontRig.angularDrag = 0;
            wheelBackRig.angularDrag = 0;
        }
        else
        {
            wheelFrontRig.angularDrag = holdSpeed;
            wheelBackRig.angularDrag = holdSpeed;
        }
    }

    public void Jump(float power)
    {
        mainRig.AddForce(Vector2.up * power);
    }

    public void SpeedUp(float power,float speed)
    {
        mainRig.AddForce(transform.right * power);
        speedUp = speed;
    }
}

其中涉及到的GetWheelTrigger代码为:

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

public class GetWheelTrigger : MonoBehaviour
{
    private Coroutine coroutine;
    public bool isInTrigger;
    private void OnTriggerStay2D(Collider2D other)
    {
        isInTrigger = true;
        if(coroutine!=null){StopCoroutine(coroutine);}
        coroutine = StartCoroutine(CloseTrigger());
    }

    IEnumerator CloseTrigger()
    {
        yield return new WaitForSeconds(0.5f);
        isInTrigger = false;
    }
}
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