folder structure
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93
Assets/Actors/Controllable/Car/Scripts/CarControl.cs
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93
Assets/Actors/Controllable/Car/Scripts/CarControl.cs
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using UnityEngine;
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public class CarControl : MonoBehaviour
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{
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[Header("Car Properties")]
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public float motorTorque = 2000f;
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public float brakeTorque = 2000f;
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public float maxSpeed = 20f;
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public float steeringRange = 30f;
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public float steeringRangeAtMaxSpeed = 10f;
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public float centreOfGravityOffset = -1f;
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private WheelControl[] wheels;
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private Rigidbody rigidBody;
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private CarInputActions carControls; // Reference to the new input system
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void Awake()
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{
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carControls = new CarInputActions(); // Initialize Input Actions
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}
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void OnEnable()
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{
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carControls.Enable();
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}
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void OnDisable()
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{
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carControls.Disable();
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}
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// Start is called before the first frame update
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void Start()
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{
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rigidBody = GetComponent<Rigidbody>();
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// Adjust center of mass to improve stability and prevent rolling
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Vector3 centerOfMass = rigidBody.centerOfMass;
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centerOfMass.y += centreOfGravityOffset;
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rigidBody.centerOfMass = centerOfMass;
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// Get all wheel components attached to the car
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wheels = GetComponentsInChildren<WheelControl>();
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}
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// FixedUpdate is called at a fixed time interval
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void FixedUpdate()
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{
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// Read the Vector2 input from the new Input System
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Vector2 inputVector = carControls.Car.Movement.ReadValue<Vector2>();
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// Get player input for acceleration and steering
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float vInput = inputVector.y; // Forward/backward input
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float hInput = inputVector.x; // Steering input
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// Calculate current speed along the car's forward axis
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float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.linearVelocity);
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float speedFactor = Mathf.InverseLerp(0, maxSpeed, Mathf.Abs(forwardSpeed)); // Normalized speed factor
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// Reduce motor torque and steering at high speeds for better handling
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float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
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float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
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// Determine if the player is accelerating or trying to reverse
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bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
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foreach (var wheel in wheels)
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{
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// Apply steering to wheels that support steering
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if (wheel.steerable)
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{
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wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
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}
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if (isAccelerating)
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{
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// Apply torque to motorized wheels
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if (wheel.motorized)
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{
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wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
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}
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// Release brakes when accelerating
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wheel.WheelCollider.brakeTorque = 0f;
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}
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else
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{
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// Apply brakes when reversing direction
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wheel.WheelCollider.motorTorque = 0f;
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wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
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}
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}
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}
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}
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