Unity学习笔记–赛车的控制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarContraller : MonoBehaviour {
private MeshRenderer[] wheelMesh;//存放轮胎的物理属性
private WheelCollider[] wheel;//存放轮胎测WheelColloder
private float maxAngle = 30;//最大转向角度
private float maxToque = 220;//单个车轮最大行驶扭矩
private float h;
private float v;
// Use this for initialization
void Start () {
wheelMesh = transform.GetChild(5).GetComponentsInChildren<MeshRenderer>();//具有meshrenderer组件的物体是Car的第六个子物体下,所以是Getchild(5);
wheel = transform.GetChild(1).GetComponentsInChildren<WheelCollider>();//同理,具有WheelCollider的子物体是Car的第二个子物体下
}
// Update is called once per frame
void Update ()
{
h = Input.GetAxis("Horizontal");//纵向控制
v = Input.GetAxis("Vertical");//横向控制
if (0 == Mathf.Abs(h) && 0 == Mathf.Abs(v)) return;
Move();
}
void Move()
{
for (int i = 0; i < 2; i++)//前轮转向
{
wheel[i].steerAngle = h * maxToque;
}
foreach (var o in wheel)//四驱的动力
{
o.motorTorque = maxToque * v;
}
for (int i = 0; i < 4;i++ )//给四个车轮设置其自身的旋转方式
{
wheelMesh[i].transform.localRotation = Quaternion.Euler(wheel[i].rpm*360/60,wheel[i].steerAngle,0);
}
}
}