new input system working

This commit is contained in:
2023-06-14 16:27:21 +02:00
parent 9299d95a13
commit eff296926c
7 changed files with 652 additions and 557 deletions

View File

@@ -1,10 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Quit : MonoBehaviour
{
private void Update() {
if(Input.GetKeyDown(KeyCode.Escape)) Application.Quit();
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: bcd90519abd2eaa47ab4e721bdbe12c8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -31,6 +31,23 @@ public class WheelController : MonoBehaviour
controls = new InputMaster();
}
private void OnEnable() {
movement = controls.Car.Movement;
movement.Enable();
turn = controls.Car.Turn;
turn.Enable();
brake = controls.Car.Brake;
brake.Enable();
}
private void OnDisable() {
movement.Disable();
turn.Disable();
brake.Disable();
}
private void Update() {
debugInfo.setRpmLabels(frontLeftWheel.GetWheelRPM(), frontRightWheel.GetWheelRPM(), rearLeftWheel.GetWheelRPM(), rearRightWheel.GetWheelRPM());
}
@@ -39,15 +56,12 @@ public class WheelController : MonoBehaviour
//TODO: Update input info to new input system
//forward reverse input
//currentAcceleration = acceleration * Input.GetAxis("Vertical");
//Debug.Log("movement value: " + movement.ReadValue<float>());
currentAcceleration = acceleration * movement.ReadValue<float>();
//breaking input
/*if(Input.GetKey(KeyCode.Space)){
currentBrakeForce = breakingForce;
}else{
currentBrakeForce = 0f;
}*/
//Debug.Log("brake: " + brake.ReadValue<float>());
currentBrakeForce = breakingForce * brake.ReadValue<float>();
//apply acceleration to front wheels| (this determines which wheel drive is the car (fwd, awd, rwd))
rearRightWheel.ApplyAcceleration(currentAcceleration);
@@ -60,7 +74,7 @@ public class WheelController : MonoBehaviour
rearRightWheel.ApplyBrakeForce(currentBrakeForce);
//steering
//currentTurnAngle = maxTurnAngle * Input.GetAxis("Horizontal"); //getting steering input
currentTurnAngle = maxTurnAngle * turn.ReadValue<float>(); //getting steering input
frontLeftWheel.ApplySteerAngle(currentTurnAngle);
frontRightWheel.ApplySteerAngle(currentTurnAngle);