Files
az_tank_remake/3D/Assets/Scripts/TankMovement.cs

85 lines
2.7 KiB
C#
Raw Normal View History

2022-03-06 22:56:32 +01:00
using UnityEngine;
using UnityEngine.Audio;
public class TankMovement : MonoBehaviour
{
public int m_PlayerNumber = 1;
public float m_Speed = 30f;
public float m_TurnSpeed = 180f;
public float m_PitchRange = 0.2f;
/*public AudioSource m_MovementAudio;
public AudioClip m_EngineIdle;
public AudioClip m_EngineDrive;*/
private string m_MovementAxisName;
private string m_TurnAxisName;
private float m_MovementInputValue;
private float m_TurnInputValue;
private float m_OriginalPitch;
private Rigidbody m_Rigidbody;
private void Awake() {
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable() {
m_Rigidbody.isKinematic = false; //at start of new game
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable() {
m_Rigidbody.isKinematic = true; //when player dies, disables the player object
}
private void Start() {
m_MovementAxisName = "Vertical" + m_PlayerNumber; //different virtual axis for different players
m_TurnAxisName = "Horizontal" + m_PlayerNumber;
//m_OriginalPitch = m_MovementAudio.pitch;
}
private void Update() {
//Getting input
m_MovementInputValue = Input.GetAxisRaw(m_MovementAxisName);
m_TurnInputValue = Input.GetAxisRaw(m_TurnAxisName);
}
/*private void EngineAudio() {
//for audio playing
if(Mathf.Abs(m_MovementInputValue) < 0.1f && Mathf.Abs(m_TurnInputValue) < 0.1f) { //if tank is not moving
if(m_MovementAudio.clip == m_EngineDrive) {
m_MovementAudio.clip = m_EngineIdle;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
} else {
if (m_MovementAudio.clip == m_EngineIdle) {
m_MovementAudio.clip = m_EngineDrive;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
}*/
private void FixedUpdate() {
//Moving the tank
Move();
Turn();
}
private void Move() {
//forward and backwards movement
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn() {
//left or right rotation
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
}