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  • 大小: 20KB
    文件類型: .cs
    金幣: 2
    下載: 1 次
    發(fā)布日期: 2021-08-30
  • 語言: C#
  • 標簽: Unity3D??

資源簡介

本資源是我關于官方資源Standard Assets -->Vehicles-->Car中車的主控腳本CarController.cs的個人全注釋,及一些心得,我當時覺得這個腳本中有一些屬性不是很理解,于是做了分析。希望能幫到有需要的朋友

資源截圖

代碼片段和文件信息

using?System;
using?UnityEngine;

namespace?UnityStandardAssets.Vehicles.Car
{
//汽車驅動類型
????internal?enum?CarDriveType
????{
//四驅
????????FrontWheelDrive
//后驅
????????RearWheelDrive
//前驅
????????FourWheelDrive
????}
//速度類型
????internal?enum?SpeedType
????{
//英里每小時
????????MPH
//千米每小時
????????KPH
????}

????public?class?CarController?:?MonoBehaviour
????{
????????[SerializeField]?private?CarDriveType?m_CarDriveType?=?CarDriveType.FourWheelDrive;
????????[SerializeField]?private?WheelCollider[]?m_WheelColliders?=?new?WheelCollider[4];
????????[SerializeField]?private?Gameobject[]?m_WheelMeshes?=?new?Gameobject[4];
????????[SerializeField]?private?WheelEffects[]?m_WheelEffects?=?new?WheelEffects[4];
//重心位置
????????[SerializeField]?private?Vector3?m_CentreOfMassOffset;
//最大可轉角度
????????[SerializeField]?private?float?m_MaximumSteerAngle;
????????[Range(0?1)]?[SerializeField]?private?float?m_SteerHelper;?//?0?is?raw?physics??1?the?car?will?grip?in?the?direction?it?is?facing
????????[Range(0?1)]?[SerializeField]?private?float?m_TractionControl;?//?0?is?no?traction?control?1?is?full?interference
//所有輪胎的扭矩
????????[SerializeField]?private?float?m_FullTorqueOverAllWheels;
//反向扭矩
????????[SerializeField]?private?float?m_ReverseTorque;
//最大剎車扭矩
????????[SerializeField]?private?float?m_MaxHandbrakeTorque;
//最大下壓力
????????[SerializeField]?private?float?m_Downforce?=?100f;
//速度單位
????????[SerializeField]?private?SpeedType?m_SpeedType;
//最高速度
????????[SerializeField]?private?float?m_Topspeed?=?200;
//檔位總數
????????[SerializeField]?private?static?int?NoOfGears?=?5;
//
????????[SerializeField]?private?float?m_RevRangeBoundary?=?1f;
//最大滑動距離
????????[SerializeField]?private?float?m_SlipLimit;
//剎車扭矩
????????[SerializeField]?private?float?m_BrakeTorque;

????????private?Quaternion[]?m_WheelMeshLocalRotations;
????????private?Vector3?m_Prevpos?m_Pos;
????????private?float?m_SteerAngle;
//當前檔位
????????private?int?m_GearNum;
//檔位因子
????????private?float?m_GearFactor;
//上一幀汽車方向
????????private?float?m_OldRotation;
//當前扭矩
????????private?float?m_CurrentTorque;
????????private?Rigidbody?m_Rigidbody;
????????private?const?float?k_ReversingThreshold?=?0.01f;

????????public?bool?Skidding?{?get;?private?set;?}
????????public?float?BrakeInput?{?get;?private?set;?}
????????public?float?CurrentSteerAngle{?get?{?return?m_SteerAngle;?}}
public?float?CurrentSpeed{?get?{?if(m_Rigidbody?==?null)?return?0;return?m_Rigidbody.velocity.magnitude*2.23693629f;?}}
????????public?float?MaxSpeed{get?{?return?m_Topspeed;?}}
????????public?float?Revs?{?get;?private?set;?}
????????public?float?AccelInput?{?get;?private?set;?}
public?Rigidbody?CarRigidbody?{?get{return?m_Rigidbody;}}
????????//?Use?this?for?initialization
????????private?void?Start()
????????{
//四個輪胎的自轉方向
????????????m_WheelMeshLocalRotations?=?new?Quaternion[4];
????????????for?(int?i?=?0

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