Repository: RandomationGames/Randomation-Vehicle-Physics Branch: master Commit: 192ba860c3c9 Files: 602 Total size: 55.7 MB Directory structure: gitextract_ui0479oj/ ├── .github/ │ └── ISSUE_TEMPLATE/ │ ├── bug_report.md │ └── feature_request.md ├── .gitignore ├── .vsconfig ├── Assets/ │ ├── Audio/ │ │ ├── Collisions/ │ │ │ ├── carhit0.wav.meta │ │ │ ├── carhit1.wav.meta │ │ │ ├── carhit2.wav.meta │ │ │ ├── carhit3.wav.meta │ │ │ ├── carhit4.wav.meta │ │ │ └── glassbreak.wav.meta │ │ ├── Collisions.meta │ │ ├── Engines/ │ │ │ ├── engine.wav.meta │ │ │ ├── engine2.wav.meta │ │ │ └── enginehover.wav.meta │ │ ├── Engines.meta │ │ ├── Misc/ │ │ │ ├── boost.wav.meta │ │ │ ├── boostloop.wav.meta │ │ │ ├── boostoff.wav.meta │ │ │ ├── hoverboostend.wav.meta │ │ │ ├── hoverboostloop.wav.meta │ │ │ └── hoverbooststart.wav.meta │ │ ├── Misc.meta │ │ ├── Mixers/ │ │ │ ├── MasterMixer.mixer │ │ │ ├── MasterMixer.mixer.meta │ │ │ ├── SFX.mixer │ │ │ └── SFX.mixer.meta │ │ ├── Mixers.meta │ │ ├── Wheels/ │ │ │ ├── dirt.wav.meta │ │ │ ├── ice.wav.meta │ │ │ ├── icerimtire.wav.meta │ │ │ ├── mud.wav.meta │ │ │ ├── rimhit.wav.meta │ │ │ ├── rimscrape.wav.meta │ │ │ ├── rimtire.wav.meta │ │ │ ├── snow.wav.meta │ │ │ ├── tireair.wav.meta │ │ │ ├── tireland0.wav.meta │ │ │ ├── tireland1.wav.meta │ │ │ ├── tireland2.wav.meta │ │ │ ├── tirepop.wav.meta │ │ │ └── tirescreech.wav.meta │ │ └── Wheels.meta │ ├── Audio.meta │ ├── BlendModels.zip.meta │ ├── Fonts/ │ │ ├── Roboto/ │ │ │ ├── Roboto-Black.ttf.meta │ │ │ ├── Roboto-BlackItalic.ttf.meta │ │ │ ├── Roboto-Bold.ttf.meta │ │ │ ├── Roboto-BoldItalic.ttf.meta │ │ │ ├── Roboto-Italic.ttf.meta │ │ │ ├── Roboto-Light.ttf.meta │ │ │ ├── Roboto-LightItalic.ttf.meta │ │ │ ├── Roboto-Medium.ttf.meta │ │ │ ├── Roboto-MediumItalic.ttf.meta │ │ │ ├── Roboto-Regular.ttf.meta │ │ │ ├── Roboto-Thin.ttf.meta │ │ │ └── Roboto-ThinItalic.ttf.meta │ │ └── Roboto.meta │ ├── Fonts.meta │ ├── Materials/ │ │ ├── Boost Nice.mat │ │ ├── Boost Nice.mat.meta │ │ ├── Boost.mat │ │ ├── Boost.mat.meta │ │ ├── Brakelight Particles.mat │ │ ├── Brakelight Particles.mat.meta │ │ ├── Dirt.mat │ │ ├── Dirt.mat.meta │ │ ├── Glass Particles.mat │ │ ├── Glass Particles.mat.meta │ │ ├── Headlight Particles.mat │ │ ├── Headlight Particles.mat.meta │ │ ├── Ice.mat │ │ ├── Ice.mat.meta │ │ ├── Liquid Particles.mat │ │ ├── Liquid Particles.mat.meta │ │ ├── Mud.mat │ │ ├── Mud.mat.meta │ │ ├── Road.mat │ │ ├── Road.mat.meta │ │ ├── Smoke.mat │ │ ├── Smoke.mat.meta │ │ ├── Sparks.mat │ │ ├── Sparks.mat.meta │ │ ├── Spikes.mat │ │ ├── Spikes.mat.meta │ │ ├── Tile.mat │ │ ├── Tile.mat.meta │ │ ├── Tire.mat │ │ ├── Tire.mat.meta │ │ ├── Vehicles/ │ │ │ ├── Fancy Kart/ │ │ │ │ ├── Body.mat │ │ │ │ ├── Body.mat.meta │ │ │ │ ├── Brakelight Broken.mat │ │ │ │ ├── Brakelight Broken.mat.meta │ │ │ │ ├── Brakelight On.mat │ │ │ │ ├── Brakelight On.mat.meta │ │ │ │ ├── Brakelight.mat │ │ │ │ ├── Brakelight.mat.meta │ │ │ │ ├── Headlights Broken.mat │ │ │ │ ├── Headlights Broken.mat.meta │ │ │ │ ├── Headlights On.mat │ │ │ │ ├── Headlights On.mat.meta │ │ │ │ ├── Headlights.mat │ │ │ │ ├── Headlights.mat.meta │ │ │ │ ├── Rim.mat │ │ │ │ ├── Rim.mat.meta │ │ │ │ ├── Tire Simple.mat │ │ │ │ ├── Tire Simple.mat.meta │ │ │ │ ├── Tire.mat │ │ │ │ └── Tire.mat.meta │ │ │ ├── Fancy Kart.meta │ │ │ ├── Muscle Car/ │ │ │ │ ├── Blinker Front Broken.mat │ │ │ │ ├── Blinker Front Broken.mat.meta │ │ │ │ ├── Blinker Front On.mat │ │ │ │ ├── Blinker Front On.mat.meta │ │ │ │ ├── Blinker Front.mat │ │ │ │ ├── Blinker Front.mat.meta │ │ │ │ ├── Blinker Rear Broken.mat │ │ │ │ ├── Blinker Rear Broken.mat.meta │ │ │ │ ├── Blinker Rear On.mat │ │ │ │ ├── Blinker Rear On.mat.meta │ │ │ │ ├── Blinker Rear.mat │ │ │ │ ├── Blinker Rear.mat.meta │ │ │ │ ├── Body.mat │ │ │ │ ├── Body.mat.meta │ │ │ │ ├── Brakelight Broken.mat │ │ │ │ ├── Brakelight Broken.mat.meta │ │ │ │ ├── Brakelight On.mat │ │ │ │ ├── Brakelight On.mat.meta │ │ │ │ ├── Brakelight.mat │ │ │ │ ├── Brakelight.mat.meta │ │ │ │ ├── Headlights Broken.mat │ │ │ │ ├── Headlights Broken.mat.meta │ │ │ │ ├── Headlights On.mat │ │ │ │ ├── Headlights On.mat.meta │ │ │ │ ├── Headlights.mat │ │ │ │ ├── Headlights.mat.meta │ │ │ │ ├── LicensePlate.mat │ │ │ │ ├── LicensePlate.mat.meta │ │ │ │ ├── Reverselight Broken.mat │ │ │ │ ├── Reverselight Broken.mat.meta │ │ │ │ ├── Reverselight On.mat │ │ │ │ ├── Reverselight On.mat.meta │ │ │ │ ├── Reverselight.mat │ │ │ │ ├── Reverselight.mat.meta │ │ │ │ ├── Rim.mat │ │ │ │ ├── Rim.mat.meta │ │ │ │ ├── Tire Simple.mat │ │ │ │ ├── Tire Simple.mat.meta │ │ │ │ ├── Tire.mat │ │ │ │ ├── Tire.mat.meta │ │ │ │ ├── Windows Broken.mat │ │ │ │ ├── Windows Broken.mat.meta │ │ │ │ ├── Windows.mat │ │ │ │ └── Windows.mat.meta │ │ │ └── Muscle Car.meta │ │ ├── Vehicles.meta │ │ ├── Wall.mat │ │ ├── Wall.mat.meta │ │ ├── Wheel Marks/ │ │ │ ├── Rim Dirt.mat │ │ │ ├── Rim Dirt.mat.meta │ │ │ ├── Rim Ice.mat │ │ │ ├── Rim Ice.mat.meta │ │ │ ├── Rim Mark.mat │ │ │ ├── Rim Mark.mat.meta │ │ │ ├── Rim Mud.mat │ │ │ ├── Rim Mud.mat.meta │ │ │ ├── Tire Dirt.mat │ │ │ ├── Tire Dirt.mat.meta │ │ │ ├── Tire Ice.mat │ │ │ ├── Tire Ice.mat.meta │ │ │ ├── Tire Mark.mat │ │ │ ├── Tire Mark.mat.meta │ │ │ ├── Tire Mud.mat │ │ │ └── Tire Mud.mat.meta │ │ └── Wheel Marks.meta │ ├── Materials.meta │ ├── Models/ │ │ ├── City/ │ │ │ ├── city.fbx │ │ │ └── city.fbx.meta │ │ ├── City.meta │ │ ├── Vehicles/ │ │ │ ├── 3wheeler.fbx │ │ │ ├── 3wheeler.fbx.meta │ │ │ ├── bigrig.fbx │ │ │ ├── bigrig.fbx.meta │ │ │ ├── bike.fbx │ │ │ ├── bike.fbx.meta │ │ │ ├── car.fbx │ │ │ ├── car.fbx.meta │ │ │ ├── cardamage.fbx │ │ │ ├── cardamage.fbx.meta │ │ │ ├── doublebus.fbx │ │ │ ├── doublebus.fbx.meta │ │ │ ├── dragster.fbx │ │ │ ├── dragster.fbx.meta │ │ │ ├── f1.fbx │ │ │ ├── f1.fbx.meta │ │ │ ├── kart.fbx │ │ │ ├── kart.fbx.meta │ │ │ ├── kartfancy.fbx │ │ │ ├── kartfancy.fbx.meta │ │ │ ├── limo.fbx │ │ │ ├── limo.fbx.meta │ │ │ ├── monstertruck.fbx │ │ │ ├── monstertruck.fbx.meta │ │ │ ├── musclecar.fbx │ │ │ ├── musclecar.fbx.meta │ │ │ ├── pickup.fbx │ │ │ ├── pickup.fbx.meta │ │ │ ├── shortcar.fbx │ │ │ ├── shortcar.fbx.meta │ │ │ ├── wheeledtank.fbx │ │ │ └── wheeledtank.fbx.meta │ │ └── Vehicles.meta │ ├── Models.meta │ ├── PhysicMaterials/ │ │ ├── Car Body.physicMaterial │ │ ├── Car Body.physicMaterial.meta │ │ ├── Frictionless.physicMaterial │ │ ├── Frictionless.physicMaterial.meta │ │ ├── Tire.physicMaterial │ │ ├── Tire.physicMaterial.meta │ │ ├── Underside.physicMaterial │ │ └── Underside.physicMaterial.meta │ ├── PhysicMaterials.meta │ ├── Prefabs/ │ │ ├── GlobalControl.prefab │ │ ├── GlobalControl.prefab.meta │ │ ├── HUD Mobile.prefab │ │ ├── HUD Mobile.prefab.meta │ │ ├── HUD.prefab │ │ ├── HUD.prefab.meta │ │ ├── Main Camera.prefab │ │ ├── Main Camera.prefab.meta │ │ ├── Mobile Vehicles/ │ │ │ ├── 3 Wheeler.prefab │ │ │ ├── 3 Wheeler.prefab.meta │ │ │ ├── Big Rig.prefab │ │ │ ├── Big Rig.prefab.meta │ │ │ ├── Car FWD.prefab │ │ │ ├── Car FWD.prefab.meta │ │ │ ├── Car RWD.prefab │ │ │ ├── Car RWD.prefab.meta │ │ │ ├── Chase Car.prefab │ │ │ ├── Chase Car.prefab.meta │ │ │ ├── Double Bus.prefab │ │ │ ├── Double Bus.prefab.meta │ │ │ ├── Dragster.prefab │ │ │ ├── Dragster.prefab.meta │ │ │ ├── Drift Car.prefab │ │ │ ├── Drift Car.prefab.meta │ │ │ ├── F1.prefab │ │ │ ├── F1.prefab.meta │ │ │ ├── Fancy Kart.prefab │ │ │ ├── Fancy Kart.prefab.meta │ │ │ ├── Hover Car.prefab │ │ │ ├── Hover Car.prefab.meta │ │ │ ├── Kart.prefab │ │ │ ├── Kart.prefab.meta │ │ │ ├── Limo.prefab │ │ │ ├── Limo.prefab.meta │ │ │ ├── Monster Truck.prefab │ │ │ ├── Monster Truck.prefab.meta │ │ │ ├── Motorcycle.prefab │ │ │ ├── Motorcycle.prefab.meta │ │ │ ├── Muscle Car.prefab │ │ │ ├── Muscle Car.prefab.meta │ │ │ ├── Pickup.prefab │ │ │ ├── Pickup.prefab.meta │ │ │ ├── Short Car.prefab │ │ │ ├── Short Car.prefab.meta │ │ │ ├── Special Car.prefab │ │ │ ├── Special Car.prefab.meta │ │ │ ├── Trailer.prefab │ │ │ ├── Trailer.prefab.meta │ │ │ ├── Wheeled Tank.prefab │ │ │ └── Wheeled Tank.prefab.meta │ │ ├── Mobile Vehicles.meta │ │ ├── TimeMaster.prefab │ │ ├── TimeMaster.prefab.meta │ │ ├── Vehicles/ │ │ │ ├── 3 Wheeler.prefab │ │ │ ├── 3 Wheeler.prefab.meta │ │ │ ├── Big Rig.prefab │ │ │ ├── Big Rig.prefab.meta │ │ │ ├── Car Damage.prefab │ │ │ ├── Car Damage.prefab.meta │ │ │ ├── Car FWD.prefab │ │ │ ├── Car FWD.prefab.meta │ │ │ ├── Car RWD.prefab │ │ │ ├── Car RWD.prefab.meta │ │ │ ├── Chase Car.prefab │ │ │ ├── Chase Car.prefab.meta │ │ │ ├── Chase Muscle Car.prefab │ │ │ ├── Chase Muscle Car.prefab.meta │ │ │ ├── Double Bus.prefab │ │ │ ├── Double Bus.prefab.meta │ │ │ ├── Dragster.prefab │ │ │ ├── Dragster.prefab.meta │ │ │ ├── Drift Car.prefab │ │ │ ├── Drift Car.prefab.meta │ │ │ ├── F1.prefab │ │ │ ├── F1.prefab.meta │ │ │ ├── Fancy Kart.prefab │ │ │ ├── Fancy Kart.prefab.meta │ │ │ ├── Hover Car Damage.prefab │ │ │ ├── Hover Car Damage.prefab.meta │ │ │ ├── Hover Car.prefab │ │ │ ├── Hover Car.prefab.meta │ │ │ ├── Kart.prefab │ │ │ ├── Kart.prefab.meta │ │ │ ├── Limo.prefab │ │ │ ├── Limo.prefab.meta │ │ │ ├── Monster Truck.prefab │ │ │ ├── Monster Truck.prefab.meta │ │ │ ├── Motorcycle.prefab │ │ │ ├── Motorcycle.prefab.meta │ │ │ ├── Muscle Car.prefab │ │ │ ├── Muscle Car.prefab.meta │ │ │ ├── Pickup.prefab │ │ │ ├── Pickup.prefab.meta │ │ │ ├── Short Car.prefab │ │ │ ├── Short Car.prefab.meta │ │ │ ├── Special Car.prefab │ │ │ ├── Special Car.prefab.meta │ │ │ ├── Trailer.prefab │ │ │ ├── Trailer.prefab.meta │ │ │ ├── Wheeled Tank.prefab │ │ │ └── Wheeled Tank.prefab.meta │ │ └── Vehicles.meta │ ├── Prefabs.meta │ ├── RVP_Manual.pdf.meta │ ├── Scenes/ │ │ ├── Demo/ │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ │ ├── Demo Mobile/ │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ └── ReflectionProbe-0.exr.meta │ │ ├── Demo Mobile.meta │ │ ├── Demo Mobile.unity │ │ ├── Demo Mobile.unity.meta │ │ ├── Demo.meta │ │ ├── Demo.unity │ │ ├── Demo.unity.meta │ │ ├── Terrain Example/ │ │ │ ├── DefaultLayer.terrainlayer │ │ │ ├── DefaultLayer.terrainlayer.meta │ │ │ ├── IceLayer.terrainlayer │ │ │ ├── IceLayer.terrainlayer.meta │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── MudLayer.terrainlayer │ │ │ ├── MudLayer.terrainlayer.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ ├── ReflectionProbe-0.exr.meta │ │ │ ├── Terrain.asset │ │ │ └── Terrain.asset.meta │ │ ├── Terrain Example.meta │ │ ├── Terrain Example.unity │ │ └── Terrain Example.unity.meta │ ├── Scenes.meta │ ├── Scripts/ │ │ ├── AI/ │ │ │ ├── FollowAI.cs │ │ │ ├── FollowAI.cs.meta │ │ │ ├── VehicleWaypoint.cs │ │ │ └── VehicleWaypoint.cs.meta │ │ ├── AI.meta │ │ ├── Camera/ │ │ │ ├── BasicCameraInput.cs │ │ │ ├── BasicCameraInput.cs.meta │ │ │ ├── CameraControl.cs │ │ │ └── CameraControl.cs.meta │ │ ├── Camera.meta │ │ ├── Damage/ │ │ │ ├── DetachablePart.cs │ │ │ ├── DetachablePart.cs.meta │ │ │ ├── ShatterPart.cs │ │ │ ├── ShatterPart.cs.meta │ │ │ ├── VehicleDamage.cs │ │ │ └── VehicleDamage.cs.meta │ │ ├── Damage.meta │ │ ├── Demo/ │ │ │ ├── PerformanceStats.cs │ │ │ ├── PerformanceStats.cs.meta │ │ │ ├── VehicleHud.cs │ │ │ ├── VehicleHud.cs.meta │ │ │ ├── VehicleMenu.cs │ │ │ └── VehicleMenu.cs.meta │ │ ├── Demo.meta │ │ ├── Drivetrain/ │ │ │ ├── ContinuousTransmission.cs │ │ │ ├── ContinuousTransmission.cs.meta │ │ │ ├── DriveForce.cs │ │ │ ├── DriveForce.cs.meta │ │ │ ├── GasMotor.cs │ │ │ ├── GasMotor.cs.meta │ │ │ ├── GearboxTransmission.cs │ │ │ ├── GearboxTransmission.cs.meta │ │ │ ├── Motor.cs │ │ │ ├── Motor.cs.meta │ │ │ ├── Transmission.cs │ │ │ ├── Transmission.cs.meta │ │ │ ├── Wheel.cs │ │ │ └── Wheel.cs.meta │ │ ├── Drivetrain.meta │ │ ├── Editors/ │ │ │ ├── DetachablePartEditor.cs │ │ │ ├── DetachablePartEditor.cs.meta │ │ │ ├── GasMotorEditor.cs │ │ │ ├── GasMotorEditor.cs.meta │ │ │ ├── GearboxTransmissionEditor.cs │ │ │ ├── GearboxTransmissionEditor.cs.meta │ │ │ ├── GroundSurfaceInstanceEditor.cs │ │ │ ├── GroundSurfaceInstanceEditor.cs.meta │ │ │ ├── HoverMotorEditor.cs │ │ │ ├── HoverMotorEditor.cs.meta │ │ │ ├── HoverWheelEditor.cs │ │ │ ├── HoverWheelEditor.cs.meta │ │ │ ├── PropertyToggleSetterEditor.cs │ │ │ ├── PropertyToggleSetterEditor.cs.meta │ │ │ ├── SuspensionEditor.cs │ │ │ ├── SuspensionEditor.cs.meta │ │ │ ├── SuspensionPartEditor.cs │ │ │ ├── SuspensionPartEditor.cs.meta │ │ │ ├── TerrainSurfaceEditor.cs │ │ │ ├── TerrainSurfaceEditor.cs.meta │ │ │ ├── VehicleParentEditor.cs │ │ │ ├── VehicleParentEditor.cs.meta │ │ │ ├── WheelEditor.cs │ │ │ └── WheelEditor.cs.meta │ │ ├── Editors.meta │ │ ├── Effects/ │ │ │ ├── LightController.cs │ │ │ ├── LightController.cs.meta │ │ │ ├── TireMarkCreate.cs │ │ │ ├── TireMarkCreate.cs.meta │ │ │ ├── TireScreech.cs │ │ │ ├── TireScreech.cs.meta │ │ │ ├── VehicleLight.cs │ │ │ └── VehicleLight.cs.meta │ │ ├── Effects.meta │ │ ├── Ground/ │ │ │ ├── GroundSurfaceInstance.cs │ │ │ ├── GroundSurfaceInstance.cs.meta │ │ │ ├── GroundSurfaceMaster.cs │ │ │ ├── GroundSurfaceMaster.cs.meta │ │ │ ├── TerrainSurface.cs │ │ │ └── TerrainSurface.cs.meta │ │ ├── Ground.meta │ │ ├── Hover/ │ │ │ ├── HoverMotor.cs │ │ │ ├── HoverMotor.cs.meta │ │ │ ├── HoverSteer.cs │ │ │ ├── HoverSteer.cs.meta │ │ │ ├── HoverWheel.cs │ │ │ └── HoverWheel.cs.meta │ │ ├── Hover.meta │ │ ├── Input/ │ │ │ ├── BasicInput.cs │ │ │ ├── BasicInput.cs.meta │ │ │ ├── MobileInput.cs │ │ │ ├── MobileInput.cs.meta │ │ │ ├── MobileInputGet.cs │ │ │ └── MobileInputGet.cs.meta │ │ ├── Input.meta │ │ ├── Scene/ │ │ │ ├── GlobalControl.cs │ │ │ ├── GlobalControl.cs.meta │ │ │ ├── TimeMaster.cs │ │ │ └── TimeMaster.cs.meta │ │ ├── Scene.meta │ │ ├── Static/ │ │ │ ├── F.cs │ │ │ ├── F.cs.meta │ │ │ ├── GizmosExtra.cs │ │ │ └── GizmosExtra.cs.meta │ │ ├── Static.meta │ │ ├── Stunt/ │ │ │ ├── FlipControl.cs │ │ │ ├── FlipControl.cs.meta │ │ │ ├── StuntDetect.cs │ │ │ ├── StuntDetect.cs.meta │ │ │ ├── StuntManager.cs │ │ │ └── StuntManager.cs.meta │ │ ├── Stunt.meta │ │ ├── Suspension/ │ │ │ ├── PropertyToggleSetter.cs │ │ │ ├── PropertyToggleSetter.cs.meta │ │ │ ├── Suspension.cs │ │ │ ├── Suspension.cs.meta │ │ │ ├── SuspensionPart.cs │ │ │ ├── SuspensionPart.cs.meta │ │ │ ├── SuspensionPropertyToggle.cs │ │ │ └── SuspensionPropertyToggle.cs.meta │ │ ├── Suspension.meta │ │ ├── Vehicle Control/ │ │ │ ├── SteeringControl.cs │ │ │ ├── SteeringControl.cs.meta │ │ │ ├── VehicleAssist.cs │ │ │ ├── VehicleAssist.cs.meta │ │ │ ├── VehicleBalance.cs │ │ │ ├── VehicleBalance.cs.meta │ │ │ ├── VehicleDebug.cs │ │ │ ├── VehicleDebug.cs.meta │ │ │ ├── VehicleParent.cs │ │ │ └── VehicleParent.cs.meta │ │ └── Vehicle Control.meta │ ├── Scripts.meta │ ├── Shaders/ │ │ ├── Tires-Bump.shader │ │ ├── Tires-Bump.shader.meta │ │ ├── Tires.shader │ │ └── Tires.shader.meta │ ├── Shaders.meta │ ├── Textures/ │ │ ├── Fire_Particle.psd │ │ ├── Fire_Particle.psd.meta │ │ ├── Glass_Particles.psd │ │ ├── Glass_Particles.psd.meta │ │ ├── Glass_Particles_Bump.psd │ │ ├── Glass_Particles_Bump.psd.meta │ │ ├── Liquid_Particle.psd │ │ ├── Liquid_Particle.psd.meta │ │ ├── Smoke.psd │ │ ├── Smoke.psd.meta │ │ ├── Vehicles/ │ │ │ ├── Fancy Kart/ │ │ │ │ ├── Body_Ambient.png.meta │ │ │ │ ├── Body_Diffuse.psd │ │ │ │ ├── Body_Diffuse.psd.meta │ │ │ │ ├── Body_Metal.psd │ │ │ │ ├── Body_Metal.psd.meta │ │ │ │ ├── Headlight_Ambient.png.meta │ │ │ │ ├── Headlight_Broken.psd │ │ │ │ ├── Headlight_Broken.psd.meta │ │ │ │ ├── Headlight_Diffuse.psd │ │ │ │ ├── Headlight_Diffuse.psd.meta │ │ │ │ ├── Taillight_Ambient.png.meta │ │ │ │ ├── Taillight_Broken.psd │ │ │ │ ├── Taillight_Broken.psd.meta │ │ │ │ ├── Taillight_Diffuse.psd │ │ │ │ ├── Taillight_Diffuse.psd.meta │ │ │ │ ├── Wheel_Ambient.png.meta │ │ │ │ ├── Wheel_Diffuse.psd │ │ │ │ ├── Wheel_Diffuse.psd.meta │ │ │ │ ├── Wheel_Emission.psd │ │ │ │ ├── Wheel_Emission.psd.meta │ │ │ │ ├── Wheel_Metal.psd │ │ │ │ └── Wheel_Metal.psd.meta │ │ │ ├── Fancy Kart.meta │ │ │ ├── Muscle Car/ │ │ │ │ ├── Blinker_Front.psd │ │ │ │ ├── Blinker_Front.psd.meta │ │ │ │ ├── Blinker_Front_Broken.psd │ │ │ │ ├── Blinker_Front_Broken.psd.meta │ │ │ │ ├── Blinker_Rear Broken.psd │ │ │ │ ├── Blinker_Rear Broken.psd.meta │ │ │ │ ├── Blinker_Rear.psd │ │ │ │ ├── Blinker_Rear.psd.meta │ │ │ │ ├── Body_Ambient.png.meta │ │ │ │ ├── Body_BrokenWindows_Diffuse.psd │ │ │ │ ├── Body_BrokenWindows_Diffuse.psd.meta │ │ │ │ ├── Body_Diffuse.psd │ │ │ │ ├── Body_Diffuse.psd.meta │ │ │ │ ├── Body_Metallic.psd │ │ │ │ ├── Body_Metallic.psd.meta │ │ │ │ ├── Brakelight Broken.psd │ │ │ │ ├── Brakelight Broken.psd.meta │ │ │ │ ├── Brakelight.psd │ │ │ │ ├── Brakelight.psd.meta │ │ │ │ ├── Headlight.psd │ │ │ │ ├── Headlight.psd.meta │ │ │ │ ├── Headlight_Broken.psd │ │ │ │ ├── Headlight_Broken.psd.meta │ │ │ │ ├── LicensePlate_Ambient.png.meta │ │ │ │ ├── LicensePlate_Bump.png.meta │ │ │ │ ├── LicensePlate_Diffuse.psd │ │ │ │ ├── LicensePlate_Diffuse.psd.meta │ │ │ │ ├── Reverselight Broken.psd │ │ │ │ ├── Reverselight Broken.psd.meta │ │ │ │ ├── Reverselight.psd │ │ │ │ ├── Reverselight.psd.meta │ │ │ │ ├── Rim_Ambient.psd │ │ │ │ ├── Rim_Ambient.psd.meta │ │ │ │ ├── Rim_Emission.psd │ │ │ │ ├── Rim_Emission.psd.meta │ │ │ │ ├── Tire_Ambient.psd │ │ │ │ ├── Tire_Ambient.psd.meta │ │ │ │ ├── Tire_Bump.psd │ │ │ │ ├── Tire_Bump.psd.meta │ │ │ │ ├── Tire_Diffuse.psd │ │ │ │ └── Tire_Diffuse.psd.meta │ │ │ └── Muscle Car.meta │ │ ├── Vehicles.meta │ │ ├── icediffuse.png.meta │ │ ├── icenormalmap.png.meta │ │ ├── muddiffuse.png.meta │ │ ├── mudnormalmap.png.meta │ │ ├── rimmark.png.meta │ │ ├── tile.png.meta │ │ ├── tilenormalmap.png.meta │ │ ├── tiredeform.png.meta │ │ ├── tiremark.png.meta │ │ └── tiremarknormalmap.png.meta │ └── Textures.meta ├── Logs/ │ └── Packages-Update.log ├── MIT LICENSE.txt ├── Packages/ │ └── manifest.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/ISSUE_TEMPLATE/bug_report.md ================================================ --- name: Bug report about: Create a report to help us improve --- **Describe the bug** A clear and concise description of what the bug is. **To Reproduce** Steps to reproduce the behavior: 1. Go to '...' 2. Click on '....' 3. Scroll down to '....' 4. See error **Expected behavior** A clear and concise description of what you expected to happen. **Screenshots** If applicable, add screenshots to help explain your problem. **Desktop (please complete the following information):** - OS: [e.g. iOS] - Browser [e.g. chrome, safari] - Version [e.g. 22] **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Additional context** Add any other context about the problem here. ================================================ FILE: .github/ISSUE_TEMPLATE/feature_request.md ================================================ --- name: Feature request about: Suggest an idea for this project --- **Is your feature request related to a problem? Please describe.** A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] **Describe the solution you'd like** A clear and concise description of what you want to happen. **Describe alternatives you've considered** A clear and concise description of any alternative solutions or features you've considered. **Additional context** Add any other context or screenshots about the feature request here. ================================================ FILE: .gitignore ================================================ [Ll]ibrary/ [Tt]emp/ [Oo]bj/ [Bb]uild/ [Bb]uilds/ Assets/AssetStoreTools* # Visual Studio cache directory .vs/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.opendb # Unity3D generated meta files *.pidb.meta *.pdb.meta # Unity3D Generated File On Crash Reports sysinfo.txt # Builds *.apk *.unitypackage ================================================ FILE: .vsconfig 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Day: 02 Hour: 11 Minute: 36 Second: 44 Millisecond: 0 } Creator: "FBX SDK/FBX Plugins build 20070228" OtherFlags: { FlagPLE: 0 } } CreationTime: "2015-11-02 11:36:44:000" Creator: "Blender version 2.71 (sub 0)" ; Object definitions ;------------------------------------------------------------------ Definitions: { Version: 100 Count: 72 ObjectType: "Model" { Count: 70 } ObjectType: "Geometry" { Count: 70 } ObjectType: "Material" { Count: 1 } ObjectType: "Pose" { Count: 1 } ObjectType: "GlobalSettings" { Count: 1 } } ; Object properties ;------------------------------------------------------------------ Objects: { Model: "Model::detached_rim", "Mesh" { Version: 232 Properties60: { Property: "QuaternionInterpolate", "bool", "",0 Property: "Visibility", "Visibility", "A+",1 Property: "Lcl Translation", "Lcl Translation", "A+",-3.925687789916992,-0.451487302780151,2.042973041534424 Property: "Lcl Rotation", "Lcl Rotation", "A+",0.000002504479897,-89.999927372267990,0.000000000000000 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{ Node: "Model::hubfrontR" Matrix: -0.000000878176365,1.000000000000000,0.000000075498676,0.000000000000000,-0.000000878176479,0.000000075497901,-1.000000000000000,0.000000000000000,-1.000000000000000,-0.000000878176422,0.000000878176422,0.000000000000000,-2.433407783508301,-0.386452615261078,2.047217845916748,1.000000000000000 } PoseNode: { Node: "Model::hubrearR" Matrix: 0.000001982846470,1.000000000000000,-0.000000802678642,0.000000000000000,-0.000000043711239,-0.000000802678528,-1.000000000000000,0.000000000000000,-1.000000000000000,0.000001982846470,0.000000043709647,0.000000000000000,-2.433407783508301,-0.386452615261078,-2.074529886245728,1.000000000000000 } PoseNode: { Node: "Model::spring" Matrix: -0.000000072318649,0.000000021678250,1.000000000000000,0.000000000000000,0.957889497280121,-0.287137120962143,0.000000075497901,0.000000000000000,0.287137120962143,0.957889497280121,0.000000000000000,0.000000000000000,-2.184825181961060,-0.198905885219574,2.045953512191772,1.000000000000000 } PoseNode: { Node: "Model::steerarm" Matrix: -0.180178999900818,0.000000088458300,-0.983633935451508,0.000000000000000,0.000000896359779,1.000000000000000,-0.000000074262296,0.000000000000000,0.983633816242218,-0.000000895070343,-0.180178984999657,0.000000000000000,-2.225152015686035,-0.386769056320190,1.886626243591309,1.000000000000000 } PoseNode: { Node: "Model::col_front_R" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.940879464149475,0.189492672681808,1.424215793609619,1.000000000000000 } } GlobalSettings: { Version: 1000 Properties60: { Property: "UpAxis", "int", "",1 Property: "UpAxisSign", "int", "",1 Property: "FrontAxis", "int", "",2 Property: "FrontAxisSign", "int", "",1 Property: "CoordAxis", "int", "",0 Property: "CoordAxisSign", "int", "",1 Property: "UnitScaleFactor", "double", "",1 } } } ; Object relations ;------------------------------------------------------------------ Relations: { Model: "Model::detached_rim", "Mesh" { } Model: "Model::detached_tire", "Mesh" { } Model: "Model::col_window_front_L", "Mesh" { } Model: "Model::col_window_front_R", "Mesh" { } Model: "Model::col_top_R", "Mesh" { } Model: "Model::col_top_L", "Mesh" { } Model: "Model::col_window_rear_R", "Mesh" { } Model: "Model::col_window_rear_L", "Mesh" { } Model: "Model::col_rear_R", "Mesh" { } Model: "Model::col_rear_L", "Mesh" { } Model: "Model::col_quarterpanel_L", "Mesh" { } Model: "Model::col_quarterpanel_R", "Mesh" { } Model: "Model::col_front_L", "Mesh" { } Model: "Model::col_bumperrear_R", "Mesh" { } Model: "Model::col_bumperrear_L", "Mesh" { } Model: "Model::col_trunk_Back_L", "Mesh" { } Model: "Model::col_trunk_Front_R", "Mesh" { } Model: "Model::col_trunk_Back_R", "Mesh" { } Model: "Model::col_trunk_Front_L", "Mesh" { } Model: "Model::col_doorL_0", "Mesh" { } Model: "Model::col_doorL_1", "Mesh" { } Model: "Model::col_doorR_1", "Mesh" { } Model: "Model::col_doorR_0", "Mesh" { } Model: "Model::col_fenderL_1", "Mesh" { } Model: "Model::col_fenderL_0", "Mesh" { } Model: "Model::col_fenderR_0", "Mesh" { } Model: "Model::col_fenderR_1", "Mesh" { } Model: "Model::col_hood_Front_L", "Mesh" { } Model: "Model::col_hood_Back_R", "Mesh" { } Model: "Model::col_hood_Front_R", "Mesh" { } Model: "Model::col_hood_Back_L", "Mesh" { } Model: "Model::col_bumperfront_L", "Mesh" { } Model: "Model::col_bumperfront_R", "Mesh" { } Model: "Model::col_under_L2", "Mesh" { } Model: "Model::col_under_L3", "Mesh" { } Model: "Model::col_under_R1", "Mesh" { } Model: "Model::col_under_R2", "Mesh" { } Model: "Model::col_under_R3", "Mesh" { } Model: "Model::col_under_L0", "Mesh" { } Model: "Model::col_under_R0", "Mesh" { } Model: "Model::doorR", "Mesh" { } Model: "Model::windowR", "Mesh" { } Model: "Model::windowssmallR", "Mesh" { } Model: "Model::fenderL", "Mesh" { } Model: "Model::bumperrear", "Mesh" { } Model: "Model::trunk", "Mesh" { } Model: "Model::doorL", "Mesh" { } Model: "Model::windowL", "Mesh" { } Model: "Model::windowssmallL", "Mesh" { } Model: "Model::windowrear", "Mesh" { } Model: "Model::windshield", "Mesh" { } Model: "Model::fenderR", "Mesh" { } Model: "Model::hood", "Mesh" { } Model: "Model::bumperfront", "Mesh" { } Model: "Model::hubrearL", "Mesh" { } Model: "Model::hubfrontL", "Mesh" { } Model: "Model::colliderrear", "Mesh" { } Model: "Model::colliderfront", "Mesh" { } Model: "Model::col_under_L1", "Mesh" { } Model: "Model::collidermid", "Mesh" { } Model: "Model::tire", "Mesh" { } Model: "Model::chassis", "Mesh" { } Model: "Model::rim", "Mesh" { } Model: "Model::controlarm", "Mesh" { } Model: "Model::driveaxle", "Mesh" { } Model: "Model::hubfrontR", "Mesh" { } Model: "Model::hubrearR", "Mesh" { } Model: "Model::spring", "Mesh" { } Model: "Model::steerarm", "Mesh" { } Model: "Model::col_front_R", "Mesh" { } Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { } Material: "Material::unnamed", "" { } } ; Object connections ;------------------------------------------------------------------ Connections: { Connect: "OO", "Model::detached_rim", "Model::Scene" Connect: "OO", "Model::detached_tire", "Model::Scene" Connect: "OO", "Model::col_window_front_L", "Model::Scene" Connect: "OO", "Model::col_window_front_R", "Model::Scene" Connect: "OO", "Model::col_top_R", "Model::Scene" Connect: "OO", "Model::col_top_L", "Model::Scene" Connect: "OO", "Model::col_window_rear_R", "Model::Scene" Connect: "OO", "Model::col_window_rear_L", "Model::Scene" Connect: "OO", "Model::col_rear_R", "Model::Scene" Connect: "OO", "Model::col_rear_L", "Model::Scene" Connect: "OO", "Model::col_quarterpanel_L", "Model::Scene" Connect: "OO", "Model::col_quarterpanel_R", "Model::Scene" Connect: "OO", "Model::col_front_L", "Model::Scene" Connect: "OO", "Model::col_bumperrear_R", "Model::Scene" Connect: "OO", "Model::col_bumperrear_L", "Model::Scene" Connect: "OO", "Model::col_trunk_Back_L", "Model::Scene" Connect: "OO", "Model::col_trunk_Front_R", "Model::Scene" Connect: "OO", "Model::col_trunk_Back_R", "Model::Scene" Connect: "OO", "Model::col_trunk_Front_L", "Model::Scene" Connect: "OO", "Model::col_doorL_0", "Model::Scene" Connect: "OO", "Model::col_doorL_1", "Model::Scene" Connect: "OO", "Model::col_doorR_1", "Model::Scene" Connect: "OO", "Model::col_doorR_0", "Model::Scene" Connect: "OO", "Model::col_fenderL_1", "Model::Scene" Connect: "OO", "Model::col_fenderL_0", "Model::Scene" Connect: "OO", "Model::col_fenderR_0", "Model::Scene" Connect: "OO", "Model::col_fenderR_1", "Model::Scene" Connect: "OO", "Model::col_hood_Front_L", "Model::Scene" Connect: "OO", "Model::col_hood_Back_R", "Model::Scene" Connect: "OO", "Model::col_hood_Front_R", "Model::Scene" Connect: "OO", "Model::col_hood_Back_L", "Model::Scene" Connect: "OO", "Model::col_bumperfront_L", "Model::Scene" Connect: "OO", "Model::col_bumperfront_R", "Model::Scene" Connect: "OO", "Model::col_under_L2", "Model::Scene" Connect: "OO", "Model::col_under_L3", "Model::Scene" Connect: "OO", "Model::col_under_R1", "Model::Scene" Connect: "OO", "Model::col_under_R2", "Model::Scene" Connect: "OO", "Model::col_under_R3", "Model::Scene" Connect: "OO", "Model::col_under_L0", "Model::Scene" Connect: "OO", "Model::col_under_R0", "Model::Scene" Connect: "OO", "Model::doorR", "Model::Scene" Connect: "OO", "Model::windowR", "Model::Scene" Connect: "OO", "Model::windowssmallR", "Model::Scene" Connect: "OO", "Model::fenderL", "Model::Scene" Connect: "OO", "Model::bumperrear", "Model::Scene" Connect: "OO", "Model::trunk", "Model::Scene" Connect: "OO", "Model::doorL", "Model::Scene" Connect: "OO", "Model::windowL", "Model::Scene" Connect: "OO", "Model::windowssmallL", "Model::Scene" Connect: "OO", "Model::windowrear", "Model::Scene" Connect: "OO", "Model::windshield", "Model::Scene" Connect: "OO", "Model::fenderR", "Model::Scene" Connect: "OO", "Model::hood", "Model::Scene" Connect: "OO", "Model::bumperfront", "Model::Scene" Connect: "OO", "Model::hubrearL", "Model::Scene" Connect: "OO", "Model::hubfrontL", "Model::Scene" Connect: "OO", "Model::colliderrear", "Model::Scene" Connect: "OO", "Model::colliderfront", "Model::Scene" Connect: "OO", "Model::col_under_L1", "Model::Scene" Connect: "OO", "Model::collidermid", "Model::Scene" Connect: "OO", "Model::tire", "Model::Scene" Connect: "OO", "Model::chassis", "Model::Scene" Connect: "OO", "Model::rim", "Model::Scene" Connect: "OO", "Model::controlarm", "Model::Scene" Connect: "OO", "Model::driveaxle", "Model::Scene" Connect: "OO", "Model::hubfrontR", "Model::Scene" Connect: "OO", "Model::hubrearR", "Model::Scene" Connect: "OO", "Model::spring", "Model::Scene" Connect: "OO", "Model::steerarm", "Model::Scene" Connect: "OO", "Model::col_front_R", "Model::Scene" Connect: "OO", "Material::unnamed", "Model::detached_rim" Connect: "OO", "Material::unnamed", "Model::detached_tire" Connect: "OO", "Material::unnamed", "Model::col_window_front_L" Connect: "OO", "Material::unnamed", "Model::col_window_front_R" Connect: "OO", "Material::unnamed", "Model::col_top_R" Connect: "OO", "Material::unnamed", "Model::col_top_L" Connect: "OO", "Material::unnamed", "Model::col_window_rear_R" Connect: "OO", "Material::unnamed", "Model::col_window_rear_L" Connect: "OO", "Material::unnamed", "Model::col_rear_R" Connect: "OO", "Material::unnamed", "Model::col_rear_L" Connect: "OO", "Material::unnamed", "Model::col_quarterpanel_L" Connect: "OO", "Material::unnamed", "Model::col_quarterpanel_R" Connect: "OO", "Material::unnamed", "Model::col_front_L" Connect: "OO", "Material::unnamed", "Model::col_bumperrear_R" Connect: "OO", "Material::unnamed", "Model::col_bumperrear_L" Connect: "OO", "Material::unnamed", "Model::col_trunk_Back_L" Connect: "OO", "Material::unnamed", "Model::col_trunk_Front_R" Connect: "OO", "Material::unnamed", "Model::col_trunk_Back_R" Connect: "OO", "Material::unnamed", "Model::col_trunk_Front_L" Connect: "OO", "Material::unnamed", "Model::col_doorL_0" Connect: "OO", "Material::unnamed", "Model::col_doorL_1" Connect: "OO", "Material::unnamed", "Model::col_doorR_1" Connect: "OO", "Material::unnamed", "Model::col_doorR_0" Connect: "OO", "Material::unnamed", "Model::col_fenderL_1" Connect: "OO", "Material::unnamed", "Model::col_fenderL_0" Connect: "OO", "Material::unnamed", "Model::col_fenderR_0" Connect: "OO", "Material::unnamed", "Model::col_fenderR_1" Connect: "OO", "Material::unnamed", "Model::col_hood_Front_L" Connect: "OO", "Material::unnamed", "Model::col_hood_Back_R" Connect: "OO", "Material::unnamed", "Model::col_hood_Front_R" Connect: "OO", "Material::unnamed", "Model::col_hood_Back_L" Connect: "OO", "Material::unnamed", "Model::col_bumperfront_L" Connect: "OO", "Material::unnamed", "Model::col_bumperfront_R" Connect: "OO", "Material::unnamed", "Model::col_under_L2" Connect: "OO", "Material::unnamed", "Model::col_under_L3" Connect: "OO", "Material::unnamed", "Model::col_under_R1" Connect: "OO", "Material::unnamed", "Model::col_under_R2" Connect: "OO", "Material::unnamed", "Model::col_under_R3" Connect: "OO", "Material::unnamed", "Model::col_under_L0" Connect: "OO", "Material::unnamed", "Model::col_under_R0" Connect: "OO", "Material::unnamed", "Model::doorR" Connect: "OO", "Material::unnamed", "Model::windowR" Connect: "OO", "Material::unnamed", "Model::windowssmallR" Connect: "OO", "Material::unnamed", "Model::fenderL" Connect: "OO", "Material::unnamed", "Model::bumperrear" Connect: "OO", "Material::unnamed", "Model::trunk" Connect: "OO", "Material::unnamed", "Model::doorL" Connect: "OO", "Material::unnamed", "Model::windowL" Connect: "OO", "Material::unnamed", "Model::windowssmallL" Connect: "OO", "Material::unnamed", "Model::windowrear" Connect: "OO", "Material::unnamed", "Model::windshield" Connect: "OO", "Material::unnamed", "Model::fenderR" Connect: "OO", "Material::unnamed", "Model::hood" Connect: "OO", "Material::unnamed", "Model::bumperfront" Connect: "OO", "Material::unnamed", "Model::hubrearL" Connect: "OO", "Material::unnamed", "Model::hubfrontL" Connect: "OO", "Material::unnamed", "Model::colliderrear" Connect: "OO", "Material::unnamed", "Model::colliderfront" Connect: "OO", "Material::unnamed", "Model::col_under_L1" Connect: "OO", "Material::unnamed", "Model::collidermid" Connect: "OO", "Material::unnamed", "Model::tire" Connect: "OO", "Material::unnamed", "Model::chassis" Connect: "OO", "Material::unnamed", "Model::rim" Connect: "OO", "Material::unnamed", "Model::controlarm" Connect: "OO", "Material::unnamed", "Model::driveaxle" Connect: "OO", "Material::unnamed", "Model::hubfrontR" Connect: "OO", "Material::unnamed", "Model::hubrearR" Connect: "OO", "Material::unnamed", "Model::spring" Connect: "OO", "Material::unnamed", "Model::steerarm" Connect: "OO", "Material::unnamed", "Model::col_front_R" } ;Takes and animation section ;---------------------------------------------------- Takes: { Current: "" } ;Version 5 settings ;------------------------------------------------------------------ Version5: { AmbientRenderSettings: { Version: 101 AmbientLightColor: 0.0,0.0,0.0,0 } FogOptions: { FogEnable: 0 FogMode: 0 FogDensity: 0.000 FogStart: 5.000 FogEnd: 25.000 FogColor: 0.1,0.1,0.1,1 } Settings: { FrameRate: "24" TimeFormat: 1 SnapOnFrames: 0 ReferenceTimeIndex: -1 TimeLineStartTime: 0 TimeLineStopTime: 479181389250 } RendererSetting: { DefaultCamera: "Producer Perspective" DefaultViewingMode: 0 } } ================================================ FILE: Assets/Models/Vehicles/cardamage.fbx.meta ================================================ fileFormatVersion: 2 guid: b0798f28cfa85ba48bc8777a04c2f11a timeCreated: 1446486185 licenseType: Pro ModelImporter: serializedVersion: 18 fileIDToRecycleName: 100000: bumperfront 100002: bumperrear 100004: //RootNode 100006: chassis 100008: col_bumperfront_L 100010: col_bumperfront_R 100012: col_bumperrear_L 100014: col_bumperrear_R 100016: col_doorL_0 100018: col_doorL_1 100020: col_doorR_0 100022: col_doorR_1 100024: col_fenderL_0 100026: col_fenderL_1 100028: col_fenderR_0 100030: col_fenderR_1 100032: col_front_L 100034: col_front_R 100036: col_hood_Back_L 100038: col_hood_Back_R 100040: col_hood_Front_L 100042: col_hood_Front_R 100044: col_quarterpanel_L 100046: col_quarterpanel_R 100048: col_rear_L 100050: col_rear_R 100052: col_top_L 100054: col_top_R 100056: col_trunk_Back_L 100058: col_trunk_Back_R 100060: col_trunk_Front_L 100062: col_trunk_Front_R 100064: col_under_L0 100066: col_under_L1 100068: col_under_L2 100070: col_under_L3 100072: col_under_R0 100074: col_under_R1 100076: col_under_R2 100078: col_under_R3 100080: col_window_front_L 100082: col_window_front_R 100084: col_window_rear_L 100086: col_window_rear_R 100088: colliderfront 100090: collidermid 100092: colliderrear 100094: controlarm 100096: doorL 100098: doorR 100100: driveaxle 100102: fenderL 100104: fenderR 100106: hood 100108: hubfrontL 100110: hubfrontR 100112: hubrearL 100114: hubrearR 100116: rim 100118: spring 100120: steerarm 100122: tire 100124: trunk 100126: windowL 100128: windowR 100130: windowrear 100132: windowssmallL 100134: windowssmallR 100136: windshield 100138: detached_rim 100140: detached_tire 400000: bumperfront 400002: bumperrear 400004: //RootNode 400006: chassis 400008: col_bumperfront_L 400010: col_bumperfront_R 400012: col_bumperrear_L 400014: col_bumperrear_R 400016: col_doorL_0 400018: col_doorL_1 400020: col_doorR_0 400022: col_doorR_1 400024: col_fenderL_0 400026: col_fenderL_1 400028: col_fenderR_0 400030: col_fenderR_1 400032: col_front_L 400034: col_front_R 400036: col_hood_Back_L 400038: col_hood_Back_R 400040: col_hood_Front_L 400042: col_hood_Front_R 400044: col_quarterpanel_L 400046: col_quarterpanel_R 400048: col_rear_L 400050: col_rear_R 400052: col_top_L 400054: col_top_R 400056: col_trunk_Back_L 400058: col_trunk_Back_R 400060: col_trunk_Front_L 400062: col_trunk_Front_R 400064: col_under_L0 400066: col_under_L1 400068: col_under_L2 400070: col_under_L3 400072: col_under_R0 400074: col_under_R1 400076: col_under_R2 400078: col_under_R3 400080: col_window_front_L 400082: col_window_front_R 400084: col_window_rear_L 400086: col_window_rear_R 400088: colliderfront 400090: collidermid 400092: colliderrear 400094: controlarm 400096: doorL 400098: doorR 400100: driveaxle 400102: fenderL 400104: fenderR 400106: hood 400108: hubfrontL 400110: hubfrontR 400112: hubrearL 400114: hubrearR 400116: rim 400118: spring 400120: steerarm 400122: tire 400124: trunk 400126: windowL 400128: windowR 400130: windowrear 400132: windowssmallL 400134: windowssmallR 400136: windshield 400138: detached_rim 400140: detached_tire 2300000: bumperfront 2300002: bumperrear 2300004: chassis 2300006: col_bumperfront_L 2300008: col_bumperfront_R 2300010: col_bumperrear_L 2300012: col_bumperrear_R 2300014: col_doorL_0 2300016: col_doorL_1 2300018: col_doorR_0 2300020: col_doorR_1 2300022: col_fenderL_0 2300024: col_fenderL_1 2300026: col_fenderR_0 2300028: col_fenderR_1 2300030: col_front_L 2300032: col_front_R 2300034: col_hood_Back_L 2300036: col_hood_Back_R 2300038: col_hood_Front_L 2300040: col_hood_Front_R 2300042: col_quarterpanel_L 2300044: col_quarterpanel_R 2300046: col_rear_L 2300048: col_rear_R 2300050: col_top_L 2300052: col_top_R 2300054: col_trunk_Back_L 2300056: col_trunk_Back_R 2300058: col_trunk_Front_L 2300060: col_trunk_Front_R 2300062: col_under_L0 2300064: col_under_L1 2300066: col_under_L2 2300068: col_under_L3 2300070: col_under_R0 2300072: col_under_R1 2300074: col_under_R2 2300076: col_under_R3 2300078: col_window_front_L 2300080: col_window_front_R 2300082: col_window_rear_L 2300084: col_window_rear_R 2300086: colliderfront 2300088: collidermid 2300090: colliderrear 2300092: controlarm 2300094: doorL 2300096: doorR 2300098: driveaxle 2300100: fenderL 2300102: fenderR 2300104: hood 2300106: hubfrontL 2300108: hubfrontR 2300110: hubrearL 2300112: hubrearR 2300114: rim 2300116: spring 2300118: steerarm 2300120: tire 2300122: trunk 2300124: windowL 2300126: windowR 2300128: windowrear 2300130: windowssmallL 2300132: windowssmallR 2300134: windshield 2300136: detached_rim 2300138: detached_tire 3300000: bumperfront 3300002: bumperrear 3300004: chassis 3300006: col_bumperfront_L 3300008: 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0.037809,0.209096,0.344447,0.497295,0.734886,0.895446,0.292701,0.964969,0.953707,0.940218,0.862961,0.932136, 0.940670,0.932136,0.864247,0.916819,0.739494,0.958491,0.459554,0.962331,0.970947,0.915392,0.596716,0.885946, 0.852075,0.646726,0.494473,0.708953,0.715945,0.060207,0.447440,0.875005,0.351778,0.973602,0.580235,0.307703, 0.072868,0.572940,0.364545,0.600450,0.732909,0.896323,0.334494,0.152099,0.961264,0.193218,0.852438,0.167039, 0.687603,0.983818,0.961264,0.150550,0.708186,0.140157,0.429635,0.348575,0.932778,0.303409,0.588722,0.956344, 0.348742,0.929868,0.872510,0.916819,0.551954,0.322356,0.325214,0.990906,0.461029,0.898438,0.492122,0.898438, 0.325558,0.898438,0.270325,0.894789,0.367325,0.919130,0.339453,0.947888,0.446109,0.983329,0.492122,0.905106, 0.289607,0.952975,0.872510,0.978405,0.690103,0.965215,0.918230,0.038843,0.529806,0.863447,0.799168,0.280141, 0.437190,0.647963,0.811944,0.103264,0.879665,0.103264,0.852438,0.072613,0.811944,0.118123,0.879665,0.118123, 0.897772,0.103264,0.897772,0.118123,0.994517,0.150550,0.751052,0.091220,0.564289,0.956344,0.799168,0.236229, 0.747028,0.340352,0.023186,0.169647,0.612394,0.940218,0.745466,0.459265,0.942448,0.303409,0.903919,0.522176, 0.407257,0.639293,0.585508,0.163711,0.888871,0.053223,0.325902,0.388151,0.332723,0.990593,0.299321,0.965917, 0.455172,0.927509,0.721082,0.906232,0.439527,0.973915,0.255086,0.993091,0.629699,0.420866,0.573680,0.562814, 0.495505,0.927509,0.299321,0.974397,0.669157,0.419182,0.780279,0.813012,0.080327,0.550723,0.066268,0.534159, 0.066268,0.550723,0.055697,0.167101,0.701988,0.761820,0.448184,0.938993,0.432616,0.983636,0.383082,0.600450, 0.567838,0.138578,0.879665,0.167039,0.893359,0.616911,0.371219,0.388134,0.493010,0.870697,0.831649,0.883916, 0.561790,0.877855,0.913317,0.409646,0.501092,0.908130,0.337770,0.388151,0.806951,0.103264,0.520161,0.852950, 0.255481,0.905106,0.432929,0.908484,0.371642,0.898438,0.449420,0.894789,0.491188,0.898438,0.483621,0.974083, 0.394188,0.905106,0.371642,0.905106,0.961264,0.384211,0.954634,0.342495,0.591584,0.163711,0.971881,0.455177, 0.364545,0.373612,0.544399,0.503723,0.362690,0.965603,0.337166,0.922759,0.348742,0.942107,0.406101,0.565683, 0.439701,0.873328,0.544399,0.322356,0.648913,0.044161,0.413742,0.383618,0.255481,0.894789,0.994517,0.167039, 0.800538,0.139029,0.520370,0.211183,0.420535,0.588589,0.269495,0.957715,0.865903,0.928549,0.904398,0.118123, 0.586532,0.132389,0.977513,0.696644,0.734298,0.723953,0.348742,0.950764,0.827893,0.956344,0.723319,0.883917, 0.953955,0.899162,0.747757,0.948556,0.865903,0.988450,0.270325,0.883444,0.954131,0.908869,0.694658,0.854431, 0.436559,0.983329,0.829988,0.023644,0.495505,0.905106,0.437190,0.174880,0.498086,0.873312,0.491163,0.825516, 0.811766,0.477843,0.419827,0.599062,0.262891,0.926706,0.981293,0.193218,0.981293,0.150550,0.708708,0.127976, 0.622247,0.366952,0.688531,0.366952,0.748493,0.123419,0.740097,0.192166,0.494473,0.477519,0.946738,0.141641, 0.690103,0.948682,0.337166,0.898438,0.331309,0.935948,0.463316,0.938993,0.448184,0.956220,0.325214,0.983329, 0.386754,0.926706,0.472605,0.938993,0.970326,0.892018,0.369190,0.983323,0.337166,0.887280,0.852438,0.384211, 0.598948,0.307703,0.927058,0.428597,0.337770,0.531008,0.573641,0.051570,0.449420,0.890985,0.994517,0.019032, 0.386754,0.901881,0.623619,1.000000,0.452548,0.514859,0.573641,0.389595,0.708810,0.072244,0.757861,0.332259, 0.714535,0.940218,0.695822,0.513542,0.703590,0.352653,0.564289,0.940218,0.461029,0.905106,0.835621,0.756206, 0.490793,0.138578,0.988775,0.956344,0.847283,0.885946,0.495505,0.890985,0.302252,0.991074,0.495505,0.929868, 0.274437,0.960332,0.865903,0.978405,0.741150,0.968431,0.416726,0.983636,0.621943,0.978405,0.732549,0.399425, 0.905324,0.608534,0.915107,0.045462,0.905325,0.555706,0.368260,0.919130,0.023186,0.174639,0.449077,0.965276, 0.432929,0.905106,0.407938,0.247485,0.561516,0.719930,0.662986,0.236229,0.871790,0.031944,0.417876,0.443635, 0.721922,0.280141,0.736353,0.799713,0.407257,0.599062,0.598948,0.274785,0.852684,0.555704,0.812357,0.923268, 0.484946,0.938993,0.277859,0.922759,0.432929,0.901881,0.455172,0.938993,0.401722,0.926706,0.558229,0.453204, 0.410099,0.971572,0.262891,0.905106,0.865903,0.928549,0.909282,0.364830,0.912268,0.084667,0.645726,0.085235, 0.740463,0.599821,0.944213,0.040519,0.255481,0.887280,0.588502,0.315136,0.766242,0.682516,0.961264,0.167039, 0.461328,0.138578,0.302252,0.983636,0.749433,0.968431,0.852956,0.478659,0.760986,0.091220,0.648913,0.419182, 0.598883,0.932136,0.445722,0.647963,0.934045,0.559745,0.864247,0.988450,0.974301,0.923710 UVIndex: 907,2992,3461,85,2963,2877,2629,377,1032,2901,1951,2733,2901,7,1378,1951,2877,2963,870,1059,1081,1060,2105,814,2671,2672,1275,2900,816,432,123,866,2900,1275,1373,2565,2205,1178,167,911,649,863,2730,2685,2149,907,85,49,1204,1999,3310,943,1436,51,432,816,3184,1167,1178,2205,2958,2301,1059,1578, 870,2297,45,3139,863,3153,2981,1204,2105,123,1580,2418,911,814,2684,2301,2958,2108,1059,870,1578,2958,1032,2733,2600,1026,3153,1059,2301,2981,45,2297,870,3139,2105,1060,866,123,911,167,1081,814,2565,1373,814,2105,2730,863,3139,1079,2205,911,2418,605,1230,1580,123,432,142,3153,1204,943,605,2053, 3184,2205,432,51,3367,1230,2732,1026,2600,1336,2981,2301,2684,3154,2297,45,3014,1950,45,863,649,2992,2684,2108,2732,2297,1950,376,1578,2958,1578,376,2108,3154,2684,2992,907,1950,3014,2901,1032,3014,2167,7,2901,1848,3154,907,2149,1950,1032,1026,376,2108,376,1026,2732,3461,2992,2732,1336,1204,2981,1999, 2167,3014,45,649,1848,1999,2981,3154,1504,815,315,1058,2250,2417,1281,316,316,1281,815,1504,50,448,2417,2250,1504,1058,172,2566,2052,1504,2566,2442,2534,2052,2442,1581,972,2534,1581,2686,707,1892,315,815,708,707,815,645,371,708,645,2512,3377,371,2512,1688,172,2738,274,2686,1027,2518,124,2156, 3189,2902,1740,493,1896,276,1080,3311,3311,1080,1378,7,493,647,2960,3189,1081,2519,374,1060,1128,2000,1775,2247,816,866,1846,2150,2000,1474,1774,1775,494,962,167,1178,649,2685,2520,164,129,2781,2518,1027,1502,1129,1057,435,1436,816,2150,1794,1432,494,1178,1167,2106,647,1433,1727,170,2960,2008,164, 1693,1434,1502,3215,374,2782,1846,1130,2519,962,2451,165,2106,1433,647,2106,1727,2960,1896,648,2206,276,1434,3215,1433,647,2008,1693,2960,170,374,1846,866,1060,962,2519,1081,167,1474,374,2519,1774,2520,1776,1693,164,494,840,1130,962,180,2150,1846,2782,1282,1129,1502,1434,840,494,1432,1627,2150,180, 1435,1794,2957,1229,2206,648,3215,1503,2451,1433,170,2789,2296,2008,2008,649,164,2156,2957,165,2451,170,1727,1055,2789,2106,165,1055,1727,1503,1027,2156,2451,2789,1896,3311,2296,2296,3311,7,2167,924,129,1027,1503,2789,1055,648,1896,165,2957,648,1055,124,1229,2957,2156,1502,435,3215,2167,649,2008,2296, 924,1503,3215,435,1333,763,2513,2514,2903,925,1056,2552,853,1061,1893,853,1333,2514,1061,50,2552,1893,448,216,2738,172,1058,1501,2698,2738,216,1847,274,2698,1501,972,2686,274,1847,925,3127,315,1892,2903,604,3127,925,1056,1895,604,2903,3377,1688,1895,1056,2698,274,2738,1581,2442,2566,1581,2566,172, 2686,707,371,3377,1892,3377,1056,925,1892,707,708,371,143,3340,1052,2859,886,2013,28,1468,91,1759,2609,2610,144,2327,2757,2326,2155,999,1205,2535,2535,1205,145,787,3103,2611,2452,668,668,2452,171,709,192,2848,1664,1894,1894,1664,846,1430,92,1532,194,1127,1127,194,1358,1582,669,1152,93,3040, 2172,2321,2224,2081,2761,2928,2321,2172,2376,2876,788,375,146,3460,2876,2376,1305,1306,193,337,1335,789,1306,1305,2081,2224,1152,669,2207,1358,194,1142,459,785,2024,976,1466,846,1664,1596,94,3041,48,3274,2225,171,2452,2049,504,2702,2313,904,2440,145,1205,3102,3041,2961,3378,48,1582,1777,2226,1127, 1127,2226,2346,92,1430,2439,2528,1894,1894,2528,1820,192,709,942,902,668,668,902,711,3103,787,1872,2927,2535,2535,2927,166,2155,790,2104,2107,786,903,790,786,122,275,2543,3443,2739,2078,903,122,2079,1595,1203,3322,958,277,2544,897,1028,95,1467,1334,2980,1151,95,2980,905,906,1778,43,1307, 1203,2612,2412,3322,2544,94,3274,897,898,1738,3435,2080,2702,459,976,2313,2612,898,2080,2412,2762,504,904,847,1467,906,1307,1334,3128,670,2201,810,2079,297,3152,296,580,2703,3341,2814,44,3308,2962,1795,1371,460,1409,1062,2613,671,2703,44,670,1393,460,2613,296,2704,1393,296,2493,3341,1330,1327, 2814,822,2078,2079,650,3155,2704,2493,2955,3042,671,670,3043,2543,243,2025,3443,243,3308,1371,2025,2859,1052,2102,2615,2615,2102,2013,886,1468,28,2461,519,519,2461,1759,91,2610,2609,1573,281,2379,1692,2327,144,2326,2757,2157,244,244,2157,3340,143,787,145,2611,3103,709,171,2848,192,1430,846,1532, 92,1582,1358,999,2155,375,788,2928,2761,337,193,1597,1096,1004,1153,789,1335,1006,999,1358,2207,617,1532,846,1466,2894,2848,171,2225,3462,2611,145,2440,2155,166,1777,1582,92,2346,2439,1430,192,1820,942,709,3103,711,1872,787,2377,621,785,459,110,2456,2702,504,1028,897,2543,275,318,1233,1467, 95,1154,318,95,1151,1132,2691,1778,906,2456,2377,459,2702,2048,110,504,2762,1233,1132,906,1467,1334,1307,3341,2703,48,3378,2962,3308,976,2024,1409,460,2980,1334,2703,671,2313,976,460,1393,904,2313,1393,2704,1307,43,1330,3341,847,904,2704,3155,905,2980,671,3042,897,3274,243,2543,3274,48,3308, 243,2080,3435,2104,790,2412,2080,790,903,3322,2412,903,2078,2393,2394,1203,1595,2394,2395,2612,1203,1394,1395,1738,898,2395,1394,898,2612,958,3322,2078,822,1396,1397,3041,94,1397,1398,2961,3041,1399,1400,2544,277,1400,1396,94,2544,789,1153,2982,556,556,2982,463,908,1597,193,2655,2474,2928,788,909, 1304,1152,2224,715,3342,1306,789,556,2755,193,1306,2755,2655,2876,3460,1969,1249,788,2876,1249,909,2321,2928,1304,128,2224,2321,128,715,93,1152,3342,1053,1153,93,1053,2982,908,463,520,938,2474,2655,1410,910,1304,909,848,400,3342,715,2813,455,2755,556,908,1523,2655,2755,1523,1410,1249,1969,3402, 2176,909,1249,2176,848,128,1304,400,2706,715,128,2706,2813,1053,3342,455,3414,2982,1053,3414,463,3104,245,2278,1051,910,1410,664,1587,400,848,1598,295,455,2813,2374,2616,1523,908,938,1970,1410,1523,1970,664,2176,3402,1482,2083,848,2176,2083,1598,2706,400,295,2656,2813,2706,2656,2374,3414,455,2616, 3091,463,3414,3091,520,3040,93,1153,1004,3444,669,3040,3458,2881,2172,2081,3337,246,2761,2172,2881,2324,2376,375,665,3044,146,2376,2324,1712,1305,337,1599,521,1335,1305,1712,3337,2081,669,3444,665,375,2761,246,1599,337,1096,338,624,1004,1335,521,3458,3040,1004,624,3424,2539,1471,704,1734,947,522, 1208,27,885,947,1734,1876,844,2173,3206,1463,1526,844,1876,2413,3412,2229,2614,573,3339,3412,2413,1208,522,2539,3424,3206,2173,885,27,2614,2229,3158,317,3268,2783,3339,573,704,1471,2783,3268,2539,3444,3458,1471,947,2881,3337,522,885,246,2881,947,844,2324,665,2173,1526,3044,2324,844,3412,1712,1599, 2229,3339,521,1712,3412,522,3337,3444,2539,2173,665,246,885,2229,1599,338,3158,2783,624,521,3339,1471,3458,624,2783,3213,117,843,782,3105,247,148,565,2658,2372,456,2441,3456,3403,2372,2658,1359,2124,2271,1050,2983,2077,2124,1359,782,843,245,3104,2441,456,247,3105,1050,2271,3403,3456,2486,2537,2077, 2983,2077,2537,2540,1063,1063,2540,2818,2984,3403,2271,2279,3399,247,456,458,251,245,843,842,248,2124,2077,1063,2125,2271,2124,2125,2279,2372,3403,3399,2373,456,2372,2373,458,148,247,251,2758,843,117,147,842,2278,245,248,2272,2537,2278,2272,2540,2984,2818,2230,2915,3399,2279,2120,3459,251,458,1159, 3100,248,842,781,1490,2125,1063,2984,1209,2279,2125,1209,2120,2373,3399,3459,2170,458,2373,2170,1159,2758,251,3100,3306,842,147,1446,781,2272,248,1490,1524,2540,2272,1524,2818,3459,2120,2436,3321,3100,1159,1408,1486,1490,781,523,3400,1209,2984,2915,1821,2120,1209,1821,2436,2170,3459,3321,1685,1159,2170,1685, 1408,3306,3100,1486,2687,781,1446,62,523,1524,1490,3400,770,2818,1524,770,2230,1051,2278,2537,2486,278,3104,1051,2784,1505,3213,782,1,3431,3105,565,3312,1713,2658,2441,66,927,3456,2658,1713,2003,1359,1050,2785,1901,2983,1359,2003,1,782,3104,278,66,2441,3105,3431,2785,1050,3456,927,1735,2486,2983, 1901,2784,1051,2486,1735,3269,461,1052,3340,3275,1273,2013,2102,1273,1308,28,2013,900,3209,1759,2461,3209,1875,2609,1759,2227,2590,2327,1692,2590,2409,2757,2327,568,3269,3340,2157,461,3275,2102,1052,1308,900,2461,28,1875,1002,1573,2609,2409,568,2157,2757,2847,2084,1210,1248,1530,830,2388,2389,2924,111,2593, 2103,3275,3380,1533,1273,1533,222,1308,1273,900,2563,1277,3209,1277,491,1875,3209,2227,1796,2353,2590,2353,3429,2409,2590,568,1625,2199,3269,1852,3380,3275,461,222,2563,900,1308,491,2734,1002,1875,3429,1625,568,2409,3269,2199,1852,461,2055,2025,807,2025,1371,807,1371,2123,807,2123,2055,807,670,44,2201, 44,861,2201,861,3128,2201,2079,122,297,122,63,297,63,810,297,296,2613,580,2613,3243,580,3243,3152,580,143,3268,573,244,244,573,2413,2326,2326,2413,2614,144,144,2614,317,2379,281,1463,1876,2610,2610,1876,3206,91,91,3206,27,519,519,27,1734,1468,1468,1734,1208,886,886,1208,3424,2615, 2615,3424,704,2859,2859,704,3268,143,191,402,845,96,2874,899,2026,2128,1095,2908,1822,3272,188,2126,2536,399,2688,3276,273,64,3276,249,930,273,1926,1437,1874,2273,1437,1823,3106,1874,1357,1483,340,2223,1483,2541,1629,340,823,514,2689,2298,514,948,3136,2689,747,2109,2325,1705,116,2842,2759,97, 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Day\Assets\Textures\Karts\HeadlightAmbient.png" ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 } Texture: "Texture::Kart_Ambient", "TextureVideoClip" { Type: "TextureVideoClip" Version: 202 TextureName: "Texture::Kart_Ambient" Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1 Property: "Texture alpha", "Number", "A+",1 Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0 Property: "WrapModeU", "enum", "",0 Property: "WrapModeV", "enum", "",0 Property: "TextureRotationPivot", "Vector3D", "",0,0,0 Property: "TextureScalingPivot", "Vector3D", "",0,0,0 Property: "VideoProperty", "object", "" } Media: "Video::Kart_Ambient" FileName: "Body_Ambient.png" RelativeFilename: "C:\Users\Justin\Documents\RVP\Randomation_Vehicle_Physics_2.0\Assets\Randomation Vehicle Physics 2.0\Textures\Vehicles\Fancy Kart\Body_Ambient.png" ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 } Texture: "Texture::TaillightAmbient", "TextureVideoClip" { Type: "TextureVideoClip" Version: 202 TextureName: "Texture::TaillightAmbient" Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1 Property: "Texture alpha", "Number", "A+",2 Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0 Property: "WrapModeU", "enum", "",0 Property: "WrapModeV", "enum", "",0 Property: "TextureRotationPivot", "Vector3D", "",0,0,0 Property: "TextureScalingPivot", "Vector3D", "",0,0,0 Property: "VideoProperty", "object", "" } Media: "Video::TaillightAmbient" FileName: "TaillightAmbient.png" RelativeFilename: "E:\Unity Projects\FastestMealOfDay\The Fastest Meal of the Day\Assets\Textures\Karts\TaillightAmbient.png" ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 } Texture: "Texture::WheelAmbient", "TextureVideoClip" { Type: "TextureVideoClip" Version: 202 TextureName: "Texture::WheelAmbient" Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1 Property: "Texture alpha", "Number", "A+",3 Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0 Property: "WrapModeU", "enum", "",0 Property: "WrapModeV", "enum", "",0 Property: "TextureRotationPivot", "Vector3D", "",0,0,0 Property: "TextureScalingPivot", "Vector3D", "",0,0,0 Property: "VideoProperty", "object", "" } Media: "Video::WheelAmbient" FileName: "Wheel_Ambient.png" RelativeFilename: "C:\Users\Justin\Documents\RVP\Randomation_Vehicle_Physics_2.0\Assets\Randomation Vehicle Physics 2.0\Textures\Vehicles\Fancy Kart\Wheel_Ambient.png" ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 } Pose: "Pose::BIND_POSES", "BindPose" { Type: "BindPose" Version: 100 Properties60: { } NbPoseNodes: 33 PoseNode: { Node: "Model::col_side_left" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.511239051818848,-0.003956750035286,-0.389911949634552,1.000000000000000 } PoseNode: { Node: "Model::col_side_left_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.503176808357239,-0.316965520381927,-0.439097940921783,1.000000000000000 } PoseNode: { Node: "Model::col_spoiler_left" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.173961877822876,1.103572487831116,-2.912582159042358,1.000000000000000 } PoseNode: { Node: "Model::col_spoiler_right" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.173970460891724,1.103572487831116,-2.912578582763672,1.000000000000000 } PoseNode: { Node: "Model::col_side_right_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.503177046775818,-0.316965520381927,-0.439098149538040,1.000000000000000 } PoseNode: { Node: "Model::col_side_right" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.511239171028137,-0.003956750035286,-0.389912128448486,1.000000000000000 } PoseNode: { Node: "Model::col_back_right_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.875408947467804,-0.379903972148895,-2.354945421218872,1.000000000000000 } PoseNode: { Node: "Model::col_front_right_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.096734285354614,-0.380163431167603,2.205917596817017,1.000000000000000 } PoseNode: { Node: "Model::col_front_left_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.096729636192322,-0.380159854888916,2.205934047698975,1.000000000000000 } PoseNode: { Node: "Model::col_mid_right_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.877103984355927,-0.396275639533997,-0.376281112432480,1.000000000000000 } PoseNode: { Node: "Model::col_mid_left_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,0.877071797847748,-0.396271616220474,-0.376295357942581,1.000000000000000 } PoseNode: { Node: "Model::col_back_left" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,0.791833400726318,0.515636563301086,-2.321347236633301,1.000000000000000 } PoseNode: { Node: "Model::col_mid_left" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,0.938248336315155,0.473468869924545,-0.336181014776230,1.000000000000000 } PoseNode: { Node: "Model::col_mid_right" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.938251614570618,0.473464727401733,-0.336179256439209,1.000000000000000 } PoseNode: { Node: "Model::col_front_left" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.025751590728760,0.174778118729591,2.315292835235596,1.000000000000000 } PoseNode: { Node: "Model::col_front_right" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.025747537612915,0.174776151776314,2.315292835235596,1.000000000000000 } PoseNode: { Node: "Model::Side_L" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,1.569753170013428,-0.095923423767090,-0.350366532802582,1.000000000000000 } PoseNode: { Node: "Model::Side_R" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-1.569754123687744,-0.095923423767090,-0.350362092256546,1.000000000000000 } PoseNode: { Node: "Model::Spoiler" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.000004346938567,1.042684555053711,-2.903713941574097,1.000000000000000 } PoseNode: { Node: "Model::Detached_Rim_Col" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-7.580328941345215,-0.124339096248150,5.872347831726074,1.000000000000000 } PoseNode: { Node: "Model::Detached_Tire_Col" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-7.922533512115479,-0.124341174960136,4.008484840393066,1.000000000000000 } PoseNode: { Node: "Model::col_back_left_under" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,0.875389695167542,-0.379900425672531,-2.354972362518311,1.000000000000000 } PoseNode: { Node: "Model::Tire_Front" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-7.922533512115479,-0.124341174960136,1.360477328300476,1.000000000000000 } PoseNode: { Node: "Model::Tire_Rear" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-7.922532558441162,-0.046105060726404,-2.032146453857422,1.000000000000000 } PoseNode: { Node: "Model::Body" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000 } PoseNode: { Node: "Model::Taillight_R" Matrix: 0.000000075499621,1.000000000000000,0.000001116594831,0.000000000000000,-1.000000000000000,0.000000075497859,0.000001581507377,0.000000000000000,0.000001581507263,-0.000001116594945,1.000000000000000,0.000000000000000,-1.098267912864685,0.034464955329895,-2.988745450973511,1.000000000000000 } PoseNode: { Node: "Model::Headlight_R" Matrix: 0.000000075499621,1.000000000000000,0.000001116594831,0.000000000000000,-1.000000000000000,0.000000075497859,0.000001581507377,0.000000000000000,0.000001581507263,-0.000001116594945,1.000000000000000,0.000000000000000,-1.585179567337036,-0.111074738204479,2.768337488174438,1.000000000000000 } PoseNode: { Node: "Model::Taillight_L" Matrix: 0.000000075499621,1.000000000000000,0.000001116594831,0.000000000000000,-1.000000000000000,0.000000075497859,0.000001581507377,0.000000000000000,0.000001581507263,-0.000001116594945,1.000000000000000,0.000000000000000,1.098258376121521,0.034464955329895,-2.988749265670776,1.000000000000000 } PoseNode: { Node: "Model::Headlight_L" Matrix: 0.000000075499621,1.000000000000000,0.000001116594831,0.000000000000000,-1.000000000000000,0.000000075497859,0.000001581507377,0.000000000000000,0.000001581507263,-0.000001116594945,1.000000000000000,0.000000000000000,1.585187911987305,-0.111074738204479,2.768332719802856,1.000000000000000 } PoseNode: { Node: "Model::SteeringWheel" Matrix: -0.000000075497901,0.988594233989716,0.150603100657463,0.000000000000000,1.000000000000000,0.000000074636787,0.000000011370218,0.000000000000000,0.000000000000000,0.150603100657463,-0.988594233989716,0.000000000000000,-0.002127752173692,3.000284671783447,0.329389899969101,1.000000000000000 } PoseNode: { Node: "Model::col_back_right" Matrix: 0.000000075499237,1.000000000000000,0.000000878176309,0.000000000000000,-1.000000000000000,0.000000075497901,0.000001517934379,0.000000000000000,0.000001517934265,-0.000000878176422,1.000000000000000,0.000000000000000,-0.791840434074402,0.515633404254913,-2.321346044540405,1.000000000000000 } PoseNode: { Node: "Model::Rim_Rear" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-4.922534465789795,-0.046103056520224,-2.032150745391846,1.000000000000000 } PoseNode: { Node: "Model::Rim_Front" Matrix: -0.000001517934265,0.000000075496885,-1.000000000000000,0.000000000000000,0.000000671544228,-1.000000000000000,-0.000000075497901,0.000000000000000,-1.000000000000000,-0.000000671544342,0.000001517934265,0.000000000000000,-4.922533512115479,-0.124339096248150,1.360472798347473,1.000000000000000 } } GlobalSettings: { Version: 1000 Properties60: { Property: "UpAxis", "int", "",1 Property: "UpAxisSign", "int", "",1 Property: "FrontAxis", "int", "",2 Property: "FrontAxisSign", "int", "",1 Property: "CoordAxis", "int", "",0 Property: "CoordAxisSign", "int", "",1 Property: "UnitScaleFactor", "double", "",1 } } } ; Object relations ;------------------------------------------------------------------ Relations: { Model: "Model::col_side_left", "Mesh" { } Model: "Model::col_side_left_under", "Mesh" { } Model: "Model::col_spoiler_left", "Mesh" { } Model: "Model::col_spoiler_right", "Mesh" { } Model: "Model::col_side_right_under", "Mesh" { } Model: "Model::col_side_right", "Mesh" { } Model: "Model::col_back_right_under", "Mesh" { } Model: "Model::col_front_right_under", "Mesh" { } Model: "Model::col_front_left_under", "Mesh" { } Model: "Model::col_mid_right_under", "Mesh" { } Model: "Model::col_mid_left_under", "Mesh" { } Model: "Model::col_back_left", "Mesh" { } Model: "Model::col_mid_left", "Mesh" { } Model: "Model::col_mid_right", "Mesh" { } Model: "Model::col_front_left", "Mesh" { } Model: "Model::col_front_right", "Mesh" { } Model: "Model::Side_L", "Mesh" { } Model: "Model::Side_R", "Mesh" { } Model: "Model::Spoiler", "Mesh" { } Model: "Model::Detached_Rim_Col", "Mesh" { } Model: "Model::Detached_Tire_Col", "Mesh" { } Model: "Model::col_back_left_under", "Mesh" { } Model: "Model::Tire_Front", "Mesh" { } Model: "Model::Tire_Rear", "Mesh" { } Model: "Model::Body", "Mesh" { } Model: "Model::Taillight_R", "Mesh" { } Model: "Model::Headlight_R", "Mesh" { } Model: "Model::Taillight_L", "Mesh" { } Model: "Model::Headlight_L", "Mesh" { } Model: "Model::SteeringWheel", "Mesh" { } Model: "Model::col_back_right", "Mesh" { } Model: "Model::Rim_Rear", "Mesh" { } Model: "Model::Rim_Front", "Mesh" { } Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { } Material: "Material::None__HeadlightAmbient", "" { } Material: "Material::None__Kart_Ambient", "" { } Material: "Material::None__TaillightAmbient", "" { } Material: "Material::None__WheelAmbient", "" { } Material: "Material::unnamed", "" { } Texture: "Texture::HeadlightAmbient", "TextureVideoClip" { } Texture: "Texture::Kart_Ambient", "TextureVideoClip" { } Texture: "Texture::TaillightAmbient", "TextureVideoClip" { } Texture: "Texture::WheelAmbient", "TextureVideoClip" { } Video: "Video::HeadlightAmbient", "Clip" { } Video: "Video::Kart_Ambient", "Clip" { } Video: "Video::TaillightAmbient", "Clip" { } Video: "Video::WheelAmbient", "Clip" { } } ; Object connections ;------------------------------------------------------------------ Connections: { Connect: "OO", "Model::col_side_left", "Model::Scene" Connect: "OO", "Model::col_side_left_under", "Model::Scene" Connect: "OO", "Model::col_spoiler_left", "Model::Scene" Connect: "OO", "Model::col_spoiler_right", "Model::Scene" Connect: "OO", "Model::col_side_right_under", "Model::Scene" Connect: "OO", "Model::col_side_right", "Model::Scene" Connect: "OO", "Model::col_back_right_under", "Model::Scene" Connect: "OO", "Model::col_front_right_under", "Model::Scene" Connect: "OO", "Model::col_front_left_under", "Model::Scene" Connect: "OO", "Model::col_mid_right_under", "Model::Scene" Connect: "OO", "Model::col_mid_left_under", "Model::Scene" Connect: "OO", "Model::col_back_left", "Model::Scene" Connect: "OO", "Model::col_mid_left", "Model::Scene" Connect: "OO", "Model::col_mid_right", "Model::Scene" Connect: "OO", "Model::col_front_left", "Model::Scene" Connect: "OO", "Model::col_front_right", "Model::Scene" Connect: "OO", "Model::Side_L", "Model::Scene" Connect: "OO", "Model::Side_R", "Model::Scene" Connect: "OO", "Model::Spoiler", "Model::Scene" Connect: "OO", "Model::Detached_Rim_Col", "Model::Scene" Connect: "OO", "Model::Detached_Tire_Col", "Model::Scene" Connect: "OO", "Model::col_back_left_under", "Model::Scene" Connect: "OO", "Model::Tire_Front", "Model::Scene" Connect: "OO", "Model::Tire_Rear", "Model::Scene" Connect: "OO", "Model::Body", "Model::Scene" Connect: "OO", "Model::Taillight_R", "Model::Body" Connect: "OO", "Model::Headlight_R", "Model::Body" Connect: "OO", "Model::Taillight_L", "Model::Body" Connect: "OO", "Model::Headlight_L", "Model::Body" Connect: "OO", "Model::SteeringWheel", "Model::Scene" Connect: "OO", "Model::col_back_right", "Model::Scene" Connect: "OO", "Model::Rim_Rear", "Model::Scene" Connect: "OO", "Model::Rim_Front", "Model::Scene" Connect: "OO", "Material::unnamed", "Model::col_side_left" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_side_left" Connect: "OO", "Material::unnamed", "Model::col_side_left_under" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_side_left_under" Connect: "OO", "Material::unnamed", "Model::col_spoiler_left" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_spoiler_left" Connect: "OO", "Material::unnamed", "Model::col_spoiler_right" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_spoiler_right" Connect: "OO", "Material::unnamed", "Model::col_side_right_under" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_side_right_under" Connect: "OO", "Material::unnamed", "Model::col_side_right" Connect: "OO", "Material::None__Kart_Ambient", "Model::col_side_right" Connect: "OO", "Material::unnamed", "Model::col_back_right_under" Connect: "OO", "Material::unnamed", "Model::col_front_right_under" Connect: "OO", "Material::unnamed", "Model::col_front_left_under" Connect: "OO", "Material::unnamed", "Model::col_mid_right_under" Connect: "OO", "Material::unnamed", "Model::col_mid_left_under" Connect: "OO", "Material::unnamed", "Model::col_back_left" Connect: "OO", "Material::unnamed", "Model::col_mid_left" Connect: "OO", "Material::unnamed", "Model::col_mid_right" Connect: "OO", "Material::unnamed", "Model::col_front_left" Connect: "OO", "Material::unnamed", "Model::col_front_right" Connect: "OO", "Material::unnamed", "Model::Side_L" Connect: "OO", "Material::None__Kart_Ambient", "Model::Side_L" Connect: "OO", "Material::unnamed", "Model::Side_R" Connect: "OO", "Material::None__Kart_Ambient", "Model::Side_R" Connect: "OO", "Material::unnamed", "Model::Spoiler" Connect: "OO", "Material::None__Kart_Ambient", "Model::Spoiler" Connect: "OO", "Material::unnamed", "Model::Detached_Rim_Col" Connect: "OO", "Material::unnamed", "Model::Detached_Tire_Col" Connect: "OO", "Material::unnamed", "Model::col_back_left_under" Connect: "OO", "Material::unnamed", "Model::Tire_Front" Connect: "OO", "Material::None__WheelAmbient", "Model::Tire_Rear" Connect: "OO", "Material::None__Kart_Ambient", "Model::Body" Connect: "OO", "Material::None__TaillightAmbient", "Model::Taillight_R" Connect: "OO", "Material::None__HeadlightAmbient", "Model::Headlight_R" Connect: "OO", "Material::None__TaillightAmbient", "Model::Taillight_L" Connect: "OO", "Material::None__HeadlightAmbient", "Model::Headlight_L" Connect: "OO", "Material::None__Kart_Ambient", "Model::SteeringWheel" Connect: "OO", "Material::unnamed", "Model::col_back_right" Connect: "OO", "Material::None__WheelAmbient", "Model::Rim_Rear" Connect: "OO", "Material::unnamed", "Model::Rim_Front" Connect: "OO", "Texture::Kart_Ambient", "Model::col_side_left" Connect: "OO", "Texture::Kart_Ambient", "Model::col_side_left_under" Connect: "OO", "Texture::Kart_Ambient", "Model::col_spoiler_left" Connect: "OO", "Texture::Kart_Ambient", "Model::col_spoiler_right" Connect: "OO", "Texture::Kart_Ambient", "Model::col_side_right_under" Connect: "OO", "Texture::Kart_Ambient", "Model::col_side_right" Connect: "OO", "Texture::Kart_Ambient", "Model::Side_L" Connect: "OO", "Texture::Kart_Ambient", "Model::Side_R" Connect: "OO", "Texture::Kart_Ambient", "Model::Spoiler" Connect: "OO", "Texture::WheelAmbient", "Model::Tire_Rear" Connect: "OO", "Texture::Kart_Ambient", "Model::Body" Connect: "OO", "Texture::TaillightAmbient", "Model::Taillight_R" Connect: "OO", "Texture::HeadlightAmbient", "Model::Headlight_R" Connect: "OO", "Texture::TaillightAmbient", "Model::Taillight_L" Connect: "OO", "Texture::HeadlightAmbient", "Model::Headlight_L" Connect: "OO", "Texture::Kart_Ambient", "Model::SteeringWheel" Connect: "OO", "Texture::WheelAmbient", "Model::Rim_Rear" Connect: "OO", "Video::HeadlightAmbient", "Texture::HeadlightAmbient" Connect: "OO", 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;------------------------------------------------------------------ Relations: { Model: "Model::rod", "Mesh" { } Model: "Model::axle", "Mesh" { } Model: "Model::tirenice", "Mesh" { } Model: "Model::colliderfront", "Mesh" { } Model: "Model::collidermid", "Mesh" { } Model: "Model::body", "Mesh" { } Model: "Model::colliderunder", "Mesh" { } Model: "Model::rim", "Mesh" { } Model: "Model::tire", "Mesh" { } Model: "Model::spring", "Mesh" { } Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { } Material: "Material::unnamed", "" { } } ; Object connections ;------------------------------------------------------------------ Connections: { Connect: "OO", "Model::rod", "Model::Scene" Connect: "OO", "Model::axle", "Model::Scene" Connect: "OO", "Model::tirenice", "Model::Scene" Connect: "OO", "Model::colliderfront", "Model::Scene" Connect: "OO", "Model::collidermid", "Model::Scene" Connect: "OO", "Model::body", "Model::Scene" Connect: "OO", "Model::colliderunder", "Model::Scene" Connect: "OO", "Model::rim", "Model::Scene" Connect: "OO", "Model::tire", "Model::Scene" Connect: "OO", "Model::spring", "Model::Scene" Connect: "OO", "Material::unnamed", "Model::rod" Connect: "OO", "Material::unnamed", "Model::axle" Connect: "OO", "Material::unnamed", "Model::tirenice" Connect: "OO", "Material::unnamed", "Model::colliderfront" Connect: "OO", "Material::unnamed", "Model::collidermid" Connect: "OO", "Material::unnamed", "Model::body" Connect: "OO", "Material::unnamed", "Model::colliderunder" Connect: "OO", "Material::unnamed", "Model::rim" Connect: "OO", "Material::unnamed", "Model::tire" Connect: "OO", "Material::unnamed", "Model::spring" } ;Takes and animation section 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Dot product of right direction and dirToTarget float stoppedTime; float reverseTime; [Tooltip("Time limit in seconds which the vehicle is stuck before attempting to reverse")] public float stopTimeReverse = 1; [Tooltip("Duration in seconds the vehicle will reverse after getting stuck")] public float reverseAttemptTime = 1; [Tooltip("How many times the vehicle will attempt reversing before resetting, -1 = no reset")] public int resetReverseCount = 1; int reverseAttempts; [Tooltip("Seconds a vehicle will be rolled over before resetting, -1 = no reset")] public float rollResetTime = 3; float rolledOverTime; void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); va = GetComponent(); initialSpeed = speed; InitializeTarget(); } void FixedUpdate() { if (target) { if (target != targetPrev) { InitializeTarget(); } targetPrev = target; // Is the target a waypoint? targetIsWaypoint = target.GetComponent(); // Can I see the target? targetVisible = !Physics.Linecast(tr.position, 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? (targetWaypoint.nextPoint.transform.position - targetPoint).normalized : Vector3.forward, GlobalControl.worldUpDir); rb.velocity = Vector3.zero; rb.angularVelocity = Vector3.zero; } IEnumerator ResetRotation() { yield return new WaitForFixedUpdate(); tr.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); tr.Translate(Vector3.up, Space.World); rb.velocity = Vector3.zero; rb.angularVelocity = Vector3.zero; } public void InitializeTarget() { if (target) { // if target is a vehicle targetBody = target.GetTopmostParentComponent(); // if target is a waypoint targetWaypoint = target.GetComponent(); if (targetWaypoint) { prevSpeed = targetWaypoint.speed; } } } } } ================================================ FILE: Assets/Scripts/AI/FollowAI.cs.meta ================================================ fileFormatVersion: 2 guid: b9e79fd276225c249ba662e7605e2068 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -150 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/AI/VehicleWaypoint.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/AI/Vehicle Waypoint", 1)] // Class for vehicle waypoints public class VehicleWaypoint : MonoBehaviour { public VehicleWaypoint nextPoint; public float radius = 10; [Tooltip("Percentage of a vehicle's max speed to drive at")] [Range(0, 1)] public float speed = 1; void OnDrawGizmos() { // Visualize waypoint Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, radius); // Draw line to next point if (nextPoint) { Gizmos.color = Color.magenta; Gizmos.DrawLine(transform.position, nextPoint.transform.position); } } } } ================================================ FILE: Assets/Scripts/AI/VehicleWaypoint.cs.meta ================================================ fileFormatVersion: 2 guid: e4c92c45699fd1f49856bca9543f8b9c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/AI.meta ================================================ fileFormatVersion: 2 guid: 24a095b06b2e19c48b023300540a42ac folderAsset: yes timeCreated: 1482956181 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Camera/BasicCameraInput.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Camera/Basic Camera Input", 1)] // Class for setting the camera input with the input manager public class BasicCameraInput : MonoBehaviour { CameraControl cam; public string xInputAxis; public string yInputAxis; void Start() { // Get camera controller cam = GetComponent(); } void FixedUpdate() { // Set camera rotation input if the input axes are valid if (cam && !string.IsNullOrEmpty(xInputAxis) && !string.IsNullOrEmpty(yInputAxis)) { cam.SetInput(Input.GetAxis(xInputAxis), Input.GetAxis(yInputAxis)); } } } } ================================================ FILE: Assets/Scripts/Camera/BasicCameraInput.cs.meta ================================================ fileFormatVersion: 2 guid: 2e817ea94e2545248b19d1b57c494c93 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -10 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Camera/CameraControl.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Camera))] [RequireComponent(typeof(AudioListener))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Camera/Camera Control", 0)] // Class for controlling the camera public class CameraControl : MonoBehaviour { Transform tr; Camera cam; VehicleParent vp; public Transform target; // The target vehicle Rigidbody targetBody; public float height; public float distance; float xInput; float yInput; Vector3 lookDir; float smoothYRot; Transform lookObj; Vector3 forwardLook; Vector3 upLook; Vector3 targetForward; Vector3 targetUp; [Tooltip("Should the camera stay flat? (Local y-axis always points up)")] public bool stayFlat; [Tooltip("Mask for which objects will be checked in between the camera and target vehicle")] public LayerMask castMask; void Start() { tr = transform; cam = GetComponent(); Initialize(); } public void Initialize() { // lookObj is an object used to help position and rotate the camera if (!lookObj) { GameObject lookTemp = new GameObject("Camera Looker"); lookObj = lookTemp.transform; } // Set variables based on target vehicle's properties if (target) { vp = target.GetComponent(); distance += vp.cameraDistanceChange; height += vp.cameraHeightChange; forwardLook = target.forward; upLook = target.up; targetBody = target.GetComponent(); } // Set the audio listener update mode to fixed, because the camera moves in FixedUpdate // This is necessary for doppler effects to sound correct GetComponent().velocityUpdateMode = AudioVelocityUpdateMode.Fixed; } void FixedUpdate() { if (target && targetBody && target.gameObject.activeSelf) { if (vp.groundedWheels > 0) { targetForward = stayFlat ? new Vector3(vp.norm.up.x, 0, vp.norm.up.z) : vp.norm.up; } // Alternate case to have the airborne forward direction match the vehicle's velocity /*else { targetForward = targetBody.velocity.normalized; }*/ targetUp = stayFlat ? GlobalControl.worldUpDir : vp.norm.forward; lookDir = Vector3.Slerp(lookDir, (xInput == 0 && yInput == 0 ? Vector3.forward : new Vector3(xInput, 0, yInput).normalized), 0.1f * TimeMaster.inverseFixedTimeFactor); smoothYRot = Mathf.Lerp(smoothYRot, targetBody.angularVelocity.y, 0.02f * TimeMaster.inverseFixedTimeFactor); // Determine the upwards direction of the camera RaycastHit hit; if (Physics.Raycast(target.position, -targetUp, out hit, 1, castMask) && !stayFlat) { upLook = Vector3.Lerp(upLook, (Vector3.Dot(hit.normal, targetUp) > 0.5 ? hit.normal : targetUp), 0.05f * TimeMaster.inverseFixedTimeFactor); } else { upLook = Vector3.Lerp(upLook, targetUp, 0.05f * TimeMaster.inverseFixedTimeFactor); } // Calculate rotation and position variables forwardLook = Vector3.Lerp(forwardLook, targetForward, 0.05f * TimeMaster.inverseFixedTimeFactor); lookObj.rotation = Quaternion.LookRotation(forwardLook, upLook); lookObj.position = target.position; Vector3 lookDirActual = (lookDir - new Vector3(Mathf.Sin(smoothYRot), 0, Mathf.Cos(smoothYRot)) * Mathf.Abs(smoothYRot) * 0.2f).normalized; Vector3 forwardDir = lookObj.TransformDirection(lookDirActual); Vector3 localOffset = lookObj.TransformPoint(-lookDirActual * distance - lookDirActual * Mathf.Min(targetBody.velocity.magnitude * 0.05f, 2) + Vector3.up * height); // Check if there is an object between the camera and target vehicle and move the camera in front of it if (Physics.Linecast(target.position, localOffset, out hit, castMask)) { tr.position = hit.point + (target.position - localOffset).normalized * (cam.nearClipPlane + 0.1f); } else { tr.position = localOffset; } tr.rotation = Quaternion.LookRotation(forwardDir, lookObj.up); } } // function for setting the rotation input of the camera public void SetInput(float x, float y) { xInput = x; yInput = y; } // Destroy lookObj void OnDestroy() { if (lookObj) { Destroy(lookObj.gameObject); } } } } ================================================ FILE: Assets/Scripts/Camera/CameraControl.cs.meta ================================================ fileFormatVersion: 2 guid: e217891e04d34f04e8f2efd7958d8bb5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Camera.meta ================================================ fileFormatVersion: 2 guid: 83bf15384ced3dd4e872eb43bacdb294 folderAsset: yes timeCreated: 1482955944 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Damage/DetachablePart.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Damage/Detachable Part", 1)] // Class for parts that can detach public class DetachablePart : MonoBehaviour { Transform tr; Rigidbody rb; Rigidbody parentBody; Transform initialParent; Vector3 initialLocalPos; Quaternion initialLocalRot; [System.NonSerialized] public HingeJoint hinge; [System.NonSerialized] public bool detached; [System.NonSerialized] public Vector3 initialPos; public float mass = 0.1f; public float drag; public float angularDrag = 0.05f; public float looseForce = -1; public float breakForce = 25; [Tooltip("A hinge joint is randomly chosen from the list to use")] public PartJoint[] joints; Vector3 initialAnchor; [System.NonSerialized] public Vector3 displacedAnchor; void Start() { tr = transform; if (tr.parent) { initialParent = tr.parent; initialLocalPos = tr.localPosition; initialLocalRot = tr.localRotation; } parentBody = tr.GetTopmostParentComponent(); initialPos = tr.localPosition; } void Update() { if (hinge) { // Destory hinge if displaced too far from original position if ((initialAnchor - displacedAnchor).sqrMagnitude > 0.1f) { Destroy(hinge); } } } public void Detach(bool makeJoint) { if (!detached) { detached = true; tr.parent = null; rb = gameObject.AddComponent(); rb.mass = mass; rb.drag = drag; rb.angularDrag = angularDrag; if (parentBody) { parentBody.mass -= mass; rb.velocity = parentBody.GetPointVelocity(tr.position); rb.angularVelocity = parentBody.angularVelocity; // Pick a random hinge joint to use if (makeJoint && joints.Length > 0) { PartJoint chosenJoint = joints[Random.Range(0, joints.Length)]; initialAnchor = chosenJoint.hingeAnchor; displacedAnchor = initialAnchor; hinge = gameObject.AddComponent(); hinge.autoConfigureConnectedAnchor = false; hinge.connectedBody = parentBody; hinge.anchor = chosenJoint.hingeAnchor; hinge.axis = chosenJoint.hingeAxis; hinge.connectedAnchor = initialPos + chosenJoint.hingeAnchor; hinge.enableCollision = false; hinge.useLimits = chosenJoint.useLimits; JointLimits limits = new JointLimits(); limits.min = chosenJoint.minLimit; limits.max = chosenJoint.maxLimit; limits.bounciness = chosenJoint.bounciness; hinge.limits = limits; hinge.useSpring = chosenJoint.useSpring; JointSpring spring = new JointSpring(); spring.targetPosition = chosenJoint.springTargetPosition; spring.spring = chosenJoint.springForce; spring.damper = chosenJoint.springDamper; hinge.spring = spring; hinge.breakForce = breakForce; hinge.breakTorque = breakForce; } } } } public void Reattach() { if (detached) { detached = false; tr.parent = initialParent; tr.localPosition = initialLocalPos; tr.localRotation = initialLocalRot; if (parentBody) { parentBody.mass += mass; } if (hinge) { Destroy(hinge); } if (rb) { Destroy(rb); } } } // Draw joint gizmos void OnDrawGizmosSelected() { if (!tr) { tr = transform; } if (looseForce >= 0 && joints.Length > 0) { Gizmos.color = Color.red; foreach (PartJoint curJoint in joints) { Gizmos.DrawRay(tr.TransformPoint(curJoint.hingeAnchor), tr.TransformDirection(curJoint.hingeAxis).normalized * 0.2f); Gizmos.DrawWireSphere(tr.TransformPoint(curJoint.hingeAnchor), 0.02f); } } } } // Class for storing hinge joint information in the joints list [System.Serializable] public class PartJoint { public Vector3 hingeAnchor; public Vector3 hingeAxis = Vector3.right; public bool useLimits; public float minLimit; public float maxLimit; public float bounciness; public bool useSpring; public float springTargetPosition; public float springForce; public float springDamper; } } ================================================ FILE: Assets/Scripts/Damage/DetachablePart.cs.meta ================================================ fileFormatVersion: 2 guid: 7de95431dcd31e44391431372760919c timeCreated: 1429904706 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Damage/ShatterPart.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Renderer))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Damage/Shatter Part", 2)] // Class for parts that shatter public class ShatterPart : MonoBehaviour { [System.NonSerialized] public Renderer rend; [System.NonSerialized] public bool shattered; public float breakForce = 5; [Tooltip("Transform used for maintaining seams when deformed after shattering")] public Transform seamKeeper; [System.NonSerialized] public Material initialMat; public Material brokenMaterial; public ParticleSystem shatterParticles; public AudioSource shatterSnd; void Start() { rend = GetComponent(); if (rend) { initialMat = rend.sharedMaterial; } } // Shatter the part public void Shatter() { if (!shattered) { shattered = true; if (shatterParticles) { shatterParticles.Play(); } if (brokenMaterial) { rend.sharedMaterial = brokenMaterial; } else { rend.enabled = false; } if (shatterSnd) { shatterSnd.Play(); } } } } } ================================================ FILE: Assets/Scripts/Damage/ShatterPart.cs.meta ================================================ fileFormatVersion: 2 guid: 5a554483c862872498c4e35980fa03d0 timeCreated: 1431562854 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Damage/VehicleDamage.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Damage/Vehicle Damage", 0)] // Class for damaging vehicles public class VehicleDamage : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; [Range(0, 1)] public float strength; public float damageFactor = 1; public float maxCollisionMagnitude = 100; [Tooltip("Maximum collision points to use when deforming, has large effect on performance")] public int maxCollisionPoints = 2; [Tooltip("Collisions underneath this local y-position will be ignored")] public float collisionIgnoreHeight; [Tooltip("If true, grounded wheels will not be damaged, but can still be displaced")] public bool ignoreGroundedWheels; [Tooltip("Minimum time in seconds between collisions")] public float collisionTimeGap = 0.1f; float hitTime; [Tooltip("Whether the edges of adjacent deforming parts should match")] public bool seamlessDeform; [Tooltip("Add some perlin noise to deformation")] public bool usePerlinNoise = true; [Tooltip("Recalculate normals of deformed meshes")] public bool calculateNormals = true; [Tooltip("Parts that are damaged")] public Transform[] damageParts; [Tooltip("Meshes that are deformed")] public MeshFilter[] deformMeshes; bool[] damagedMeshes; Mesh[] tempMeshes; meshVerts[] meshVertices; [Tooltip("Mesh colliders that are deformed (Poor performance, must be convex)")] public MeshCollider[] deformColliders; bool[] damagedCols; Mesh[] tempCols; meshVerts[] colVertices; [Tooltip("Parts that are displaced")] public Transform[] displaceParts; Vector3[] initialPartPositions; ContactPoint nullContact = new ContactPoint(); void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); // Tell VehicleParent not to play crashing sounds because this script takes care of it vp.playCrashSounds = false; vp.playCrashSparks = false; // Set up mesh data tempMeshes = new Mesh[deformMeshes.Length]; damagedMeshes = new bool[deformMeshes.Length]; meshVertices = new meshVerts[deformMeshes.Length]; for (int i = 0; i < deformMeshes.Length; i++) { tempMeshes[i] = deformMeshes[i].mesh; meshVertices[i] = new meshVerts(); meshVertices[i].verts = deformMeshes[i].mesh.vertices; meshVertices[i].initialVerts = deformMeshes[i].mesh.vertices; damagedMeshes[i] = false; } // Set up mesh collider data tempCols = new Mesh[deformColliders.Length]; damagedCols = new bool[deformColliders.Length]; colVertices = new meshVerts[deformColliders.Length]; for (int i = 0; i < deformColliders.Length; i++) { tempCols[i] = (Mesh)Instantiate(deformColliders[i].sharedMesh); colVertices[i] = new meshVerts(); colVertices[i].verts = deformColliders[i].sharedMesh.vertices; colVertices[i].initialVerts = deformColliders[i].sharedMesh.vertices; damagedCols[i] = false; } // Set initial positions for displaced parts initialPartPositions = new Vector3[displaceParts.Length]; for (int i = 0; i < displaceParts.Length; i++) { initialPartPositions[i] = displaceParts[i].localPosition; } } void FixedUpdate() { // Decrease timer for collisionTimeGap hitTime = Mathf.Max(0, hitTime - Time.fixedDeltaTime); // Make sure damageFactor is not negative damageFactor = Mathf.Max(0, damageFactor); } // Apply damage on collision void OnCollisionEnter(Collision col) { if (hitTime == 0 && col.relativeVelocity.sqrMagnitude * damageFactor > 1 && strength < 1) { Vector3 normalizedVel = col.relativeVelocity.normalized; int colsChecked = 0; bool soundPlayed = false; bool sparkPlayed = false; hitTime = collisionTimeGap; foreach (ContactPoint curCol in col.contacts) { if (tr.InverseTransformPoint(curCol.point).y > collisionIgnoreHeight && GlobalControl.damageMaskStatic == (GlobalControl.damageMaskStatic | (1 << curCol.otherCollider.gameObject.layer))) { colsChecked++; // Play crash sound if (vp.crashSnd && vp.crashClips.Length > 0 && !soundPlayed) { vp.crashSnd.PlayOneShot(vp.crashClips[Random.Range(0, vp.crashClips.Length)], Mathf.Clamp01(col.relativeVelocity.magnitude * 0.1f)); soundPlayed = true; } // Play crash sparks if (vp.sparks && !sparkPlayed) { vp.sparks.transform.position = curCol.point; vp.sparks.transform.rotation = Quaternion.LookRotation(normalizedVel, curCol.normal); vp.sparks.Play(); sparkPlayed = true; } DamageApplication(curCol.point, col.relativeVelocity, maxCollisionMagnitude, curCol.normal, curCol, true); } // Stop checking collision points when limit reached if (colsChecked >= maxCollisionPoints) { break; } } FinalizeDamage(); } } // Damage application from collision contact point public void ApplyDamage(ContactPoint colPoint, Vector3 colVel) { DamageApplication(colPoint.point, colVel, Mathf.Infinity, colPoint.normal, colPoint, true); FinalizeDamage(); } // Same as above, but with extra float for clamping collision force public void ApplyDamage(ContactPoint colPoint, Vector3 colVel, float damageForceLimit) { DamageApplication(colPoint.point, colVel, damageForceLimit, colPoint.normal, colPoint, true); FinalizeDamage(); } // Damage application from source other than collisions, e.g., an explosion public void ApplyDamage(Vector3 damagePoint, Vector3 damageForce) { DamageApplication(damagePoint, damageForce, Mathf.Infinity, damageForce.normalized, nullContact, false); FinalizeDamage(); } // Same as above, but with extra float for clamping damage force public void ApplyDamage(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit) { DamageApplication(damagePoint, damageForce, damageForceLimit, damageForce.normalized, nullContact, false); FinalizeDamage(); } // Damage application from array of points public void ApplyDamage(Vector3[] damagePoints, Vector3 damageForce) { foreach (Vector3 curDamagePoint in damagePoints) { DamageApplication(curDamagePoint, damageForce, Mathf.Infinity, damageForce.normalized, nullContact, false); } FinalizeDamage(); } // Damage application from array of points, but with extra float for clamping damage force public void ApplyDamage(Vector3[] damagePoints, Vector3 damageForce, float damageForceLimit) { foreach (Vector3 curDamagePoint in damagePoints) { DamageApplication(curDamagePoint, damageForce, damageForceLimit, damageForce.normalized, nullContact, false); } FinalizeDamage(); } // Where the damage is actually applied void DamageApplication(Vector3 damagePoint, Vector3 damageForce, float damageForceLimit, Vector3 surfaceNormal, ContactPoint colPoint, bool useContactPoint) { float colMag = Mathf.Min(damageForce.magnitude, maxCollisionMagnitude) * (1 - strength) * damageFactor; // Magnitude of collision float clampedColMag = Mathf.Pow(Mathf.Sqrt(colMag) * 0.5f, 1.5f); // Clamped magnitude of collision Vector3 clampedVel = Vector3.ClampMagnitude(damageForce, damageForceLimit); // Clamped velocity of collision Vector3 normalizedVel = damageForce.normalized; float surfaceDot; // Dot production of collision velocity and surface normal float massFactor = 1; // Multiplier for damage based on mass of other rigidbody Transform curDamagePart; float damagePartFactor; MeshFilter curDamageMesh; Transform curDisplacePart; Transform seamKeeper = null; // Transform for maintaining seams on shattered parts Vector3 seamLocalPoint; Vector3 vertProjection; Vector3 translation; Vector3 clampedTranslation; Vector3 localPos; float vertDist; float distClamp; DetachablePart detachedPart; Suspension damagedSus; // Get mass factor for multiplying damage if (useContactPoint) { damagePoint = colPoint.point; surfaceNormal = colPoint.normal; if (colPoint.otherCollider.attachedRigidbody) { massFactor = Mathf.Clamp01(colPoint.otherCollider.attachedRigidbody.mass / rb.mass); } } surfaceDot = Mathf.Clamp01(Vector3.Dot(surfaceNormal, normalizedVel)) * (Vector3.Dot((tr.position - damagePoint).normalized, normalizedVel) + 1) * 0.5f; // Damage damageable parts for (int i = 0; i < damageParts.Length; i++) { curDamagePart = damageParts[i]; damagePartFactor = colMag * surfaceDot * massFactor * Mathf.Min(clampedColMag * 0.01f, (clampedColMag * 0.001f) / Mathf.Pow(Vector3.Distance(curDamagePart.position, damagePoint), clampedColMag)); // Damage motors Motor damagedMotor = curDamagePart.GetComponent(); if (damagedMotor) { damagedMotor.health -= damagePartFactor * (1 - damagedMotor.strength); } // Damage transmissions Transmission damagedTransmission = curDamagePart.GetComponent(); if (damagedTransmission) { damagedTransmission.health -= damagePartFactor * (1 - damagedTransmission.strength); } } // Deform meshes for (int i = 0; i < deformMeshes.Length; i++) { curDamageMesh = deformMeshes[i]; localPos = curDamageMesh.transform.InverseTransformPoint(damagePoint); translation = curDamageMesh.transform.InverseTransformDirection(clampedVel); clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); // Shatter parts that can shatter ShatterPart shattered = curDamageMesh.GetComponent(); if (shattered) { seamKeeper = shattered.seamKeeper; if (Vector3.Distance(curDamageMesh.transform.position, damagePoint) < colMag * surfaceDot * 0.1f * massFactor && colMag * surfaceDot * massFactor > shattered.breakForce) { shattered.Shatter(); } } // Actual deformation if (translation.sqrMagnitude > 0 && strength < 1) { for (int j = 0; j < meshVertices[i].verts.Length; j++) { vertDist = (meshVertices[i].verts[j] - localPos).sqrMagnitude; distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag * 0.5f); if (distClamp > 0.001f) { damagedMeshes[i] = true; if (seamKeeper == null || seamlessDeform) { vertProjection = seamlessDeform ? Vector3.zero : Vector3.Project(normalizedVel, meshVertices[i].verts[j]); meshVertices[i].verts[j] += (clampedTranslation - vertProjection * (usePerlinNoise ? 1 + Mathf.PerlinNoise(meshVertices[i].verts[j].x * 100, meshVertices[i].verts[j].y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } else { seamLocalPoint = seamKeeper.InverseTransformPoint(curDamageMesh.transform.TransformPoint(meshVertices[i].verts[j])); meshVertices[i].verts[j] += (clampedTranslation - Vector3.Project(normalizedVel, seamLocalPoint) * (usePerlinNoise ? 1 + Mathf.PerlinNoise(seamLocalPoint.x * 100, seamLocalPoint.y * 100) : 1)) * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } } } } } seamKeeper = null; // Deform mesh colliders for (int i = 0; i < deformColliders.Length; i++) { localPos = deformColliders[i].transform.InverseTransformPoint(damagePoint); translation = deformColliders[i].transform.InverseTransformDirection(clampedVel); clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); if (translation.sqrMagnitude > 0 && strength < 1) { for (int j = 0; j < colVertices[i].verts.Length; j++) { vertDist = (colVertices[i].verts[j] - localPos).sqrMagnitude; distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag * 0.5f); if (distClamp > 0.001f) { damagedCols[i] = true; colVertices[i].verts[j] += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; } } } } // Displace parts for (int i = 0; i < displaceParts.Length; i++) { curDisplacePart = displaceParts[i]; translation = clampedVel; clampedTranslation = Vector3.ClampMagnitude(translation, clampedColMag); if (translation.sqrMagnitude > 0 && strength < 1) { vertDist = (curDisplacePart.position - damagePoint).sqrMagnitude; distClamp = (clampedColMag * 0.001f) / Mathf.Pow(vertDist, clampedColMag * 0.5f); if (distClamp > 0.001f) { curDisplacePart.position += clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor; // Detach detachable parts if (curDisplacePart.GetComponent()) { detachedPart = curDisplacePart.GetComponent(); if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0) { detachedPart.initialPos = curDisplacePart.localPosition; detachedPart.Detach(true); } else if (colMag * surfaceDot * massFactor > detachedPart.breakForce) { detachedPart.Detach(false); } } // Maybe the parent of this part is what actually detaches, useful for displacing compound colliders that represent single detachable objects else if (curDisplacePart.parent.GetComponent()) { detachedPart = curDisplacePart.parent.GetComponent(); if (!detachedPart.detached) { if (colMag * surfaceDot * massFactor > detachedPart.looseForce && detachedPart.looseForce >= 0) { detachedPart.initialPos = curDisplacePart.parent.localPosition; detachedPart.Detach(true); } else if (colMag * surfaceDot * massFactor > detachedPart.breakForce) { detachedPart.Detach(false); } } else if (detachedPart.hinge) { detachedPart.displacedAnchor += curDisplacePart.parent.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor); } } // Damage suspensions and wheels damagedSus = curDisplacePart.GetComponent(); if (damagedSus) { if ((!damagedSus.wheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels) { curDisplacePart.RotateAround(damagedSus.tr.TransformPoint(damagedSus.damagePivot), Vector3.ProjectOnPlane(damagePoint - curDisplacePart.position, -translation.normalized), clampedColMag * surfaceDot * distClamp * 20 * massFactor); damagedSus.wheel.damage += clampedColMag * surfaceDot * distClamp * 10 * massFactor; if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.jamForce) { damagedSus.jammed = true; } if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedSus.wheel.detachForce) { damagedSus.wheel.Detach(); } foreach (SuspensionPart curPart in damagedSus.movingParts) { if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle) { if (!curPart.connectObj.GetComponent()) { curPart.connectPoint += curPart.connectObj.InverseTransformDirection(clampedTranslation * surfaceDot * Mathf.Min(clampedColMag * 0.01f, distClamp) * massFactor); } } } } } // Damage hover wheels HoverWheel damagedHoverWheel = curDisplacePart.GetComponent(); if (damagedHoverWheel) { if ((!damagedHoverWheel.grounded && ignoreGroundedWheels) || !ignoreGroundedWheels) { if (clampedColMag * surfaceDot * distClamp * 10 * massFactor > damagedHoverWheel.detachForce) { damagedHoverWheel.Detach(); } } } } } } } // Apply damage to meshes void FinalizeDamage() { // Apply vertices to actual meshes for (int i = 0; i < deformMeshes.Length; i++) { if (damagedMeshes[i]) { tempMeshes[i].vertices = meshVertices[i].verts; if (calculateNormals) { tempMeshes[i].RecalculateNormals(); } tempMeshes[i].RecalculateBounds(); } damagedMeshes[i] = false; } // Apply vertices to actual mesh colliders for (int i = 0; i < deformColliders.Length; i++) { if (damagedCols[i]) { tempCols[i].vertices = colVertices[i].verts; deformColliders[i].sharedMesh = null; deformColliders[i].sharedMesh = tempCols[i]; } damagedCols[i] = false; } } public void Repair() { // Fix damaged parts for (int i = 0; i < damageParts.Length; i++) { if (damageParts[i].GetComponent()) { damageParts[i].GetComponent().health = 1; } if (damageParts[i].GetComponent()) { damageParts[i].GetComponent().health = 1; } } // Restore deformed meshes for (int i = 0; i < deformMeshes.Length; i++) { for (int j = 0; j < meshVertices[i].verts.Length; j++) { meshVertices[i].verts[j] = meshVertices[i].initialVerts[j]; } tempMeshes[i].vertices = meshVertices[i].verts; tempMeshes[i].RecalculateNormals(); tempMeshes[i].RecalculateBounds(); // Fix shattered parts ShatterPart fixedShatter = deformMeshes[i].GetComponent(); if (fixedShatter) { fixedShatter.shattered = false; if (fixedShatter.brokenMaterial) { fixedShatter.rend.sharedMaterial = fixedShatter.initialMat; } else { fixedShatter.rend.enabled = true; } } } // Restore deformed mesh colliders for (int i = 0; i < deformColliders.Length; i++) { for (int j = 0; j < colVertices[i].verts.Length; j++) { colVertices[i].verts[j] = colVertices[i].initialVerts[j]; } tempCols[i].vertices = colVertices[i].verts; deformColliders[i].sharedMesh = null; deformColliders[i].sharedMesh = tempCols[i]; } // Fix displaced parts Suspension fixedSus; Transform curDisplacePart; for (int i = 0; i < displaceParts.Length; i++) { curDisplacePart = displaceParts[i]; curDisplacePart.localPosition = initialPartPositions[i]; if (curDisplacePart.GetComponent()) { curDisplacePart.GetComponent().Reattach(); } else if (curDisplacePart.parent.GetComponent()) { curDisplacePart.parent.GetComponent().Reattach(); } fixedSus = curDisplacePart.GetComponent(); if (fixedSus) { curDisplacePart.localRotation = fixedSus.initialRotation; fixedSus.jammed = false; foreach (SuspensionPart curPart in fixedSus.movingParts) { if (curPart.connectObj && !curPart.isHub && !curPart.solidAxle) { if (!curPart.connectObj.GetComponent()) { curPart.connectPoint = curPart.initialConnectPoint; } } } } } // Fix wheels foreach (Wheel curWheel in vp.wheels) { curWheel.Reattach(); curWheel.FixTire(); curWheel.damage = 0; } // Fix hover wheels foreach (HoverWheel curHoverWheel in vp.hoverWheels) { curHoverWheel.Reattach(); } } // Draw collisionIgnoreHeight gizmos void OnDrawGizmosSelected() { Vector3 startPoint = transform.TransformPoint(Vector3.up * collisionIgnoreHeight); Gizmos.color = Color.red; Gizmos.DrawRay(startPoint, transform.forward); Gizmos.DrawRay(startPoint, -transform.forward); Gizmos.DrawRay(startPoint, transform.right); Gizmos.DrawRay(startPoint, -transform.right); } // Destroy loose parts void OnDestroy() { foreach (Transform curPart in displaceParts) { if (curPart) { if (curPart.GetComponent() && curPart.parent == null) { Destroy(curPart.gameObject); } else if (curPart.parent.GetComponent() && curPart.parent.parent == null) { Destroy(curPart.parent.gameObject); } } } } } // Class for easier mesh data manipulation class meshVerts { public Vector3[] verts; // Current mesh vertices public Vector3[] initialVerts; // Original mesh vertices } } ================================================ FILE: Assets/Scripts/Damage/VehicleDamage.cs.meta ================================================ fileFormatVersion: 2 guid: e257c00b8e7157549bd9948d680b6d9b timeCreated: 1433622926 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 50 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Damage.meta ================================================ fileFormatVersion: 2 guid: b57225bcf93d98f45a9ff5ba383156a1 folderAsset: yes timeCreated: 1482956079 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Demo/PerformanceStats.cs ================================================ using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.SceneManagement; namespace RVP { [AddComponentMenu("RVP/Demo Scripts/Performance Stats", 2)] // Class for displaying the framerate public class PerformanceStats : MonoBehaviour { public Text fpsText; float fpsUpdateTime; int frames; void Update() { fpsUpdateTime = Mathf.Max(0, fpsUpdateTime - Time.deltaTime); if (fpsUpdateTime == 0) { fpsText.text = "FPS: " + frames.ToString(); fpsUpdateTime = 1; frames = 0; } else { frames++; } } public void Restart() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); Time.timeScale = 1; } } } ================================================ FILE: Assets/Scripts/Demo/PerformanceStats.cs.meta ================================================ fileFormatVersion: 2 guid: 345fcc47ff3b91d498954602337e68fe timeCreated: 1426614469 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Demo/VehicleHud.cs ================================================ using UnityEngine; using System.Collections; using UnityEngine.UI; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Demo Scripts/Vehicle HUD", 1)] // Class for the HUD in the demo public class VehicleHud : MonoBehaviour { public GameObject targetVehicle; public Text speedText; public Text gearText; public Slider rpmMeter; public Slider boostMeter; public Text propertySetterText; public Text stuntText; public Text scoreText; VehicleParent vp; Motor engine; Transmission trans; GearboxTransmission gearbox; ContinuousTransmission varTrans; StuntDetect stunter; public bool stuntMode; float stuntEndTime = -1; PropertyToggleSetter propertySetter; private void Start() { Initialize(targetVehicle); } public void Initialize(GameObject newVehicle) { if (!newVehicle) { return; } targetVehicle = newVehicle; vp = targetVehicle.GetComponent(); trans = targetVehicle.GetComponentInChildren(); if (trans) { if (trans is GearboxTransmission) { gearbox = trans as GearboxTransmission; } else if (trans is ContinuousTransmission) { varTrans = trans as ContinuousTransmission; } } if (stuntMode) { stunter = targetVehicle.GetComponent(); } engine = targetVehicle.GetComponentInChildren(); propertySetter = targetVehicle.GetComponent(); stuntText.gameObject.SetActive(stuntMode); scoreText.gameObject.SetActive(stuntMode); } void Update() { if (vp) { speedText.text = (vp.velMag * 2.23694f).ToString("0") + " MPH"; if (trans) { if (gearbox) { gearText.text = "Gear: " + (gearbox.currentGear == 0 ? "R" : (gearbox.currentGear == 1 ? "N" : (gearbox.currentGear - 1).ToString())); } else if (varTrans) { gearText.text = "Ratio: " + varTrans.currentRatio.ToString("0.00"); } } if (engine) { rpmMeter.value = engine.targetPitch; if (engine.maxBoost > 0) { boostMeter.value = engine.boost / engine.maxBoost; } } if (stuntMode && stunter) { stuntEndTime = string.IsNullOrEmpty(stunter.stuntString) ? Mathf.Max(0, stuntEndTime - Time.deltaTime) : 2; if (stuntEndTime == 0) { stuntText.text = ""; } else if (!string.IsNullOrEmpty(stunter.stuntString)) { stuntText.text = stunter.stuntString; } scoreText.text = "Score: " + stunter.score.ToString("n0"); } if (propertySetter) { propertySetterText.text = propertySetter.currentPreset == 0 ? "Normal Steering" : (propertySetter.currentPreset == 1 ? "Skid Steering" : "Crab Steering"); } } } } } ================================================ FILE: Assets/Scripts/Demo/VehicleHud.cs.meta ================================================ fileFormatVersion: 2 guid: 87d0f8b507d11644e8893dd236a28ebc MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Demo/VehicleMenu.cs ================================================ using UnityEngine; using System.Collections; using UnityEngine.UI; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Demo Scripts/Vehicle Menu", 0)] // Class for the menu in the demo public class VehicleMenu : MonoBehaviour { public CameraControl cam; public Vector3 spawnPoint; public Vector3 spawnRot; public GameObject[] vehicles; public GameObject chaseVehicle; public GameObject chaseVehicleDamage; float chaseCarSpawnTime; GameObject newVehicle; public Toggle autoShiftToggle; public Toggle assistToggle; public Toggle stuntToggle; public Toggle camToggle; public VehicleHud hud; void Update() { cam.stayFlat = camToggle.isOn; chaseCarSpawnTime = Mathf.Max(0, chaseCarSpawnTime - Time.deltaTime); } // Spawns a vehicle from the vehicles array at the index public void SpawnVehicle(int vehicle) { newVehicle = Instantiate(vehicles[vehicle], spawnPoint, Quaternion.LookRotation(spawnRot, GlobalControl.worldUpDir)) as GameObject; cam.target = newVehicle.transform; cam.Initialize(); if (newVehicle.GetComponent()) { newVehicle.GetComponent().enabled = assistToggle.isOn; } Transmission trans = newVehicle.GetComponentInChildren(); if (trans) { trans.automatic = autoShiftToggle.isOn; newVehicle.GetComponent().brakeIsReverse = autoShiftToggle.isOn; if (trans is ContinuousTransmission && !autoShiftToggle.isOn) { newVehicle.GetComponent().brakeIsReverse = true; } } if (newVehicle.GetComponent() && newVehicle.GetComponent()) { newVehicle.GetComponent().flipPower = stuntToggle.isOn && assistToggle.isOn ? new Vector3(10, 10, -10) : Vector3.zero; newVehicle.GetComponent().rotationCorrection = stuntToggle.isOn ? Vector3.zero : (assistToggle.isOn ? new Vector3(5, 1, 10) : Vector3.zero); newVehicle.GetComponent().stopFlip = assistToggle.isOn; } if (hud) { hud.stuntMode = stuntToggle.isOn; hud.Initialize(newVehicle); } } // Spawns a chasing vehicle public void SpawnChaseVehicle() { if (chaseCarSpawnTime == 0) { chaseCarSpawnTime = 1; GameObject chaseCar = Instantiate(chaseVehicle, spawnPoint, Quaternion.LookRotation(spawnRot, GlobalControl.worldUpDir)) as GameObject; chaseCar.GetComponent().target = newVehicle.transform; } } // Spawns a damageable chasing vehicle public void SpawnChaseVehicleDamage() { if (chaseCarSpawnTime == 0) { chaseCarSpawnTime = 1; GameObject chaseCar = Instantiate(chaseVehicleDamage, spawnPoint, Quaternion.LookRotation(spawnRot, GlobalControl.worldUpDir)) as GameObject; chaseCar.GetComponent().target = newVehicle.transform; } } } } ================================================ FILE: Assets/Scripts/Demo/VehicleMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 5ae4bad98c09405459993b12bcbd6d92 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Demo.meta ================================================ fileFormatVersion: 2 guid: 11cb9343e6e4c354bb93fcac330ba63a folderAsset: yes timeCreated: 1482956261 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/ContinuousTransmission.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Drivetrain/Transmission/Continuous Transmission", 1)] // Transmission subclass for continuously variable transmission public class ContinuousTransmission : Transmission { [Tooltip("Lerp value between min ratio and max ratio")] [Range(0, 1)] public float targetRatio; public float minRatio; public float maxRatio; [System.NonSerialized] public float currentRatio; public bool canReverse; [System.NonSerialized] public bool reversing; [Tooltip("How quickly the target ratio changes with manual shifting")] public float manualShiftRate = 0.5f; void FixedUpdate() { health = Mathf.Clamp01(health); // Set max RPM possible if (maxRPM == -1) { maxRPM = targetDrive.curve.keys[targetDrive.curve.length - 1].time * 1000; } if (health > 0) { if (automatic && vp.groundedWheels > 0) { // Automatically set the target ratio targetRatio = (1 - vp.burnout) * Mathf.Clamp01(Mathf.Abs(targetDrive.feedbackRPM) / Mathf.Max(0.01f, maxRPM * Mathf.Abs(currentRatio))); } else if (!automatic) { // Manually set the target ratio targetRatio = Mathf.Clamp01(targetRatio + (vp.upshiftHold - vp.downshiftHold) * manualShiftRate * Time.deltaTime); } } reversing = canReverse && vp.burnout == 0 && vp.localVelocity.z < 1 && (vp.accelInput < 0 || (vp.brakeIsReverse && vp.brakeInput > 0)); currentRatio = Mathf.Lerp(minRatio, maxRatio, targetRatio) * (reversing ? -1 : 1); newDrive.curve = targetDrive.curve; newDrive.rpm = targetDrive.rpm / currentRatio; newDrive.torque = Mathf.Abs(currentRatio) * targetDrive.torque; SetOutputDrives(currentRatio); } } } ================================================ FILE: Assets/Scripts/Drivetrain/ContinuousTransmission.cs.meta ================================================ fileFormatVersion: 2 guid: 7b77b024f49f78f449c63529c494bf79 timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -50 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/DriveForce.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [AddComponentMenu("RVP/Drivetrain/Drive Force", 3)] // The class for RPMs and torque sent through the drivetrain public class DriveForce : MonoBehaviour { [System.NonSerialized] public float rpm; [System.NonSerialized] public float torque; [System.NonSerialized] public AnimationCurve curve; // Torque curve [System.NonSerialized] public float feedbackRPM; // RPM sent back through the drivetrain [System.NonSerialized] public bool active = true; public void SetDrive(DriveForce from) { rpm = from.rpm; torque = from.torque; curve = from.curve; } // Same as previous, but with torqueFactor multiplier for torque public void SetDrive(DriveForce from, float torqueFactor) { rpm = from.rpm; torque = from.torque * torqueFactor; curve = from.curve; } } } ================================================ FILE: Assets/Scripts/Drivetrain/DriveForce.cs.meta ================================================ fileFormatVersion: 2 guid: cb3a871e618e5234583959237a27a203 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Drivetrain/GasMotor.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(DriveForce))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Drivetrain/Gas Motor", 0)] // Motor subclass for internal combustion engines public class GasMotor : Motor { [Header("Performance")] [Tooltip("X-axis = RPM in thousands, y-axis = torque. The rightmost key represents the maximum RPM")] public AnimationCurve torqueCurve = AnimationCurve.EaseInOut(0, 0, 8, 1); [Range(0, 0.99f)] [Tooltip("How quickly the engine adjusts its RPMs")] public float inertia; [Tooltip("Can the engine turn backwards?")] public bool canReverse; DriveForce targetDrive; [System.NonSerialized] public float maxRPM; public DriveForce[] outputDrives; [Tooltip("Exponent for torque output on each wheel")] public float driveDividePower = 3; float actualAccel; [Header("Transmission")] public GearboxTransmission transmission; [System.NonSerialized] public bool shifting; [Tooltip("Increase sound pitch between shifts")] public bool pitchIncreaseBetweenShift; [Tooltip("Decrease sound pitch when the throttle is released")] public bool pitchDecreaseWithoutThrottle = true; public override void Start() { base.Start(); targetDrive = GetComponent(); // Get maximum possible RPM GetMaxRPM(); } public override void FixedUpdate() { base.FixedUpdate(); // Calculate proper input actualAccel = Mathf.Lerp(vp.brakeIsReverse && vp.reversing && vp.accelInput <= 0 ? vp.brakeInput : vp.accelInput, Mathf.Max(vp.accelInput, vp.burnout), vp.burnout); float accelGet = canReverse ? actualAccel : Mathf.Clamp01(actualAccel); actualInput = inputCurve.Evaluate(Mathf.Abs(accelGet)) * Mathf.Sign(accelGet); targetDrive.curve = torqueCurve; if (ignition) { float boostEval = boostPowerCurve.Evaluate(Mathf.Abs(vp.localVelocity.z)); // Set RPM targetDrive.rpm = Mathf.Lerp(targetDrive.rpm, actualInput * maxRPM * 1000 * (boosting ? 1 + boostEval : 1), (1 - inertia) * Time.timeScale); // Set torque if (targetDrive.feedbackRPM > targetDrive.rpm) { targetDrive.torque = 0; } else { targetDrive.torque = torqueCurve.Evaluate(targetDrive.feedbackRPM * 0.001f - (boosting ? boostEval : 0)) * Mathf.Lerp(targetDrive.torque, power * Mathf.Abs(System.Math.Sign(actualInput)), (1 - inertia) * Time.timeScale) * (boosting ? 1 + boostEval : 1) * health; } // Send RPM and torque through drivetrain if (outputDrives.Length > 0) { float torqueFactor = Mathf.Pow(1f / outputDrives.Length, driveDividePower); float tempRPM = 0; foreach (DriveForce curOutput in outputDrives) { tempRPM += curOutput.feedbackRPM; curOutput.SetDrive(targetDrive, torqueFactor); } targetDrive.feedbackRPM = tempRPM / outputDrives.Length; } if (transmission) { shifting = transmission.shiftTime > 0; } else { shifting = false; } } else { // If turned off, set RPM and torque to 0 and distribute it through drivetrain targetDrive.rpm = 0; targetDrive.torque = 0; targetDrive.feedbackRPM = 0; shifting = false; if (outputDrives.Length > 0) { foreach (DriveForce curOutput in outputDrives) { curOutput.SetDrive(targetDrive); } } } } public override void Update() { // Set audio pitch if (snd && ignition) { airPitch = vp.groundedWheels > 0 || actualAccel != 0 ? 1 : Mathf.Lerp(airPitch, 0, 0.5f * Time.deltaTime); pitchFactor = (actualAccel != 0 || vp.groundedWheels == 0 || !pitchDecreaseWithoutThrottle ? 1 : 0.5f) * (shifting ? (pitchIncreaseBetweenShift ? Mathf.Sin((transmission.shiftTime / transmission.shiftDelay) * Mathf.PI) : Mathf.Min(transmission.shiftDelay, Mathf.Pow(transmission.shiftTime, 2)) / transmission.shiftDelay) : 1) * airPitch; targetPitch = Mathf.Abs((targetDrive.feedbackRPM * 0.001f) / maxRPM) * pitchFactor; } base.Update(); } // Calculates the max RPM and propagates its effects public void GetMaxRPM() { maxRPM = torqueCurve.keys[torqueCurve.length - 1].time; if (outputDrives.Length > 0) { foreach (DriveForce curOutput in outputDrives) { curOutput.curve = targetDrive.curve; if (curOutput.GetComponent()) { curOutput.GetComponent().ResetMaxRPM(); } } } } } } ================================================ FILE: Assets/Scripts/Drivetrain/GasMotor.cs.meta ================================================ fileFormatVersion: 2 guid: 7570a431340540f4e884ee115b563879 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -90 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/GearboxTransmission.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Drivetrain/Transmission/Gearbox Transmission", 0)] // Transmission subclass for gearboxes public class GearboxTransmission : Transmission { public Gear[] gears; public int startGear; [System.NonSerialized] public int currentGear; int firstGear; [System.NonSerialized] public float curGearRatio; // Ratio of the current gear public bool skipNeutral; [Tooltip("Calculate the RPM ranges of the gears in play mode. This will overwrite the current values")] public bool autoCalculateRpmRanges = true; [Tooltip("Number of physics steps a shift should last")] public float shiftDelay; [System.NonSerialized] public float shiftTime; Gear upperGear; // Next gear above current Gear lowerGear; // Next gear below current float upshiftDifference; // RPM difference between current gear and upper gear float downshiftDifference; // RPM difference between current gear and lower gear [Tooltip("Multiplier for comparisons in automatic shifting calculations, should be 2 in most cases")] public float shiftThreshold; public override void Start() { base.Start(); currentGear = Mathf.Clamp(startGear, 0, gears.Length - 1); // Get gear number 1 (first one above neutral) GetFirstGear(); } void Update() { // Check for manual shift button presses if (!automatic) { if (vp.upshiftPressed && currentGear < gears.Length - 1) { Shift(1); } if (vp.downshiftPressed && currentGear > 0) { Shift(-1); } } } void FixedUpdate() { health = Mathf.Clamp01(health); shiftTime = Mathf.Max(0, shiftTime - Time.timeScale * TimeMaster.inverseFixedTimeFactor); curGearRatio = gears[currentGear].ratio; // Calculate upperGear and lowerGear float actualFeedbackRPM = targetDrive.feedbackRPM / Mathf.Abs(curGearRatio); int upGearOffset = 1; int downGearOffset = 1; while ((skipNeutral || automatic) && gears[Mathf.Clamp(currentGear + upGearOffset, 0, gears.Length - 1)].ratio == 0 && currentGear + upGearOffset != 0 && currentGear + upGearOffset < gears.Length - 1) { upGearOffset++; } while ((skipNeutral || automatic) && gears[Mathf.Clamp(currentGear - downGearOffset, 0, gears.Length - 1)].ratio == 0 && currentGear - downGearOffset != 0 && currentGear - downGearOffset > 0) { downGearOffset++; } upperGear = gears[Mathf.Min(gears.Length - 1, currentGear + upGearOffset)]; lowerGear = gears[Mathf.Max(0, currentGear - downGearOffset)]; // Perform RPM calculations if (maxRPM == -1) { maxRPM = targetDrive.curve.keys[targetDrive.curve.length - 1].time; if (autoCalculateRpmRanges) { CalculateRpmRanges(); } } // Set RPMs and torque of output newDrive.curve = targetDrive.curve; if (curGearRatio == 0 || shiftTime > 0) { newDrive.rpm = 0; newDrive.torque = 0; } else { newDrive.rpm = (automatic && skidSteerDrive ? Mathf.Abs(targetDrive.rpm) * Mathf.Sign(vp.accelInput - (vp.brakeIsReverse ? vp.brakeInput * (1 - vp.burnout) : 0)) : targetDrive.rpm) / curGearRatio; newDrive.torque = Mathf.Abs(curGearRatio) * targetDrive.torque; } // Perform automatic shifting upshiftDifference = gears[currentGear].maxRPM - upperGear.minRPM; downshiftDifference = lowerGear.maxRPM - gears[currentGear].minRPM; if (automatic && shiftTime == 0 && vp.groundedWheels > 0) { if (!skidSteerDrive && vp.burnout == 0) { if (Mathf.Abs(vp.localVelocity.z) > 1 || vp.accelInput > 0 || (vp.brakeInput > 0 && vp.brakeIsReverse)) { if (currentGear < gears.Length - 1 && (upperGear.minRPM + upshiftDifference * (curGearRatio < 0 ? Mathf.Min(1, shiftThreshold) : shiftThreshold) - actualFeedbackRPM <= 0 || (curGearRatio <= 0 && upperGear.ratio > 0 && (!vp.reversing || (vp.accelInput > 0 && vp.localVelocity.z > curGearRatio * 10)))) && !(vp.brakeInput > 0 && vp.brakeIsReverse && upperGear.ratio >= 0) && !(vp.localVelocity.z < 0 && vp.accelInput == 0)) { Shift(1); } else if (currentGear > 0 && (actualFeedbackRPM - (lowerGear.maxRPM - downshiftDifference * shiftThreshold) <= 0 || (curGearRatio >= 0 && lowerGear.ratio < 0 && (vp.reversing || ((vp.accelInput < 0 || (vp.brakeInput > 0 && vp.brakeIsReverse)) && vp.localVelocity.z < curGearRatio * 10)))) && !(vp.accelInput > 0 && lowerGear.ratio <= 0) && (lowerGear.ratio > 0 || vp.localVelocity.z < 1)) { Shift(-1); } } } else if (currentGear != firstGear) { // Shift into first gear if skid steering or burning out ShiftToGear(firstGear); } } SetOutputDrives(curGearRatio); } // Shift gears by the number entered public void Shift(int dir) { if (health > 0) { shiftTime = shiftDelay; currentGear += dir; while ((skipNeutral || automatic) && gears[Mathf.Clamp(currentGear, 0, gears.Length - 1)].ratio == 0 && currentGear != 0 && currentGear != gears.Length - 1) { currentGear += dir; } currentGear = Mathf.Clamp(currentGear, 0, gears.Length - 1); } } // Shift straight to the gear specified public void ShiftToGear(int gear) { if (health > 0) { shiftTime = shiftDelay; currentGear = Mathf.Clamp(gear, 0, gears.Length - 1); } } // Caculate ideal RPM ranges for each gear (works most of the time) public void CalculateRpmRanges() { bool cantCalc = false; if (!Application.isPlaying) { GasMotor engine = transform.GetTopmostParentComponent().GetComponentInChildren(); if (engine) { maxRPM = engine.torqueCurve.keys[engine.torqueCurve.length - 1].time; } else { Debug.LogError("There is no in the vehicle to get RPM info from.", this); cantCalc = true; } } if (!cantCalc) { float prevGearRatio; float nextGearRatio; float actualMaxRPM = maxRPM * 1000; for (int i = 0; i < gears.Length; i++) { prevGearRatio = gears[Mathf.Max(i - 1, 0)].ratio; nextGearRatio = gears[Mathf.Min(i + 1, gears.Length - 1)].ratio; if (gears[i].ratio < 0) { gears[i].minRPM = actualMaxRPM / gears[i].ratio; if (nextGearRatio == 0) { gears[i].maxRPM = 0; } else { gears[i].maxRPM = actualMaxRPM / nextGearRatio + (actualMaxRPM / nextGearRatio - gears[i].minRPM) * 0.5f; } } else if (gears[i].ratio > 0) { gears[i].maxRPM = actualMaxRPM / gears[i].ratio; if (prevGearRatio == 0) { gears[i].minRPM = 0; } else { gears[i].minRPM = actualMaxRPM / prevGearRatio - (gears[i].maxRPM - actualMaxRPM / prevGearRatio) * 0.5f; } } else { gears[i].minRPM = 0; gears[i].maxRPM = 0; } gears[i].minRPM *= 0.55f; gears[i].maxRPM *= 0.55f; } } } // Returns the first gear (first gear above neutral) public void GetFirstGear() { for (int i = 0; i < gears.Length; i++) { if (gears[i].ratio == 0) { firstGear = i + 1; break; } } } } // Gear class [System.Serializable] public class Gear { public float ratio; public float minRPM; public float maxRPM; } } ================================================ FILE: Assets/Scripts/Drivetrain/GearboxTransmission.cs.meta ================================================ fileFormatVersion: 2 guid: 84110432b615ee242b6ceb5f7ac97e07 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -60 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/Motor.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { // Class for engines public abstract class Motor : MonoBehaviour { protected VehicleParent vp; public bool ignition; public float power = 1; [Tooltip("Throttle curve, x-axis = input, y-axis = output")] public AnimationCurve inputCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); protected float actualInput; // Input after applying the input curve protected AudioSource snd; [Header("Engine Audio")] public float minPitch; public float maxPitch; [System.NonSerialized] public float targetPitch; protected float pitchFactor; protected float airPitch; [Header("Nitrous Boost")] public bool canBoost = true; [System.NonSerialized] public bool boosting; public float boost = 1; bool boostReleased; bool boostPrev; [Tooltip("X-axis = local z-velocity, y-axis = power")] public AnimationCurve boostPowerCurve = AnimationCurve.EaseInOut(0, 0.1f, 50, 0.2f); public float maxBoost = 1; public float boostBurnRate = 0.01f; public AudioSource boostLoopSnd; AudioSource boostSnd; // AudioSource for boostStart and boostEnd public AudioClip boostStart; public AudioClip boostEnd; public ParticleSystem[] boostParticles; [Header("Damage")] [Range(0, 1)] public float strength = 1; [System.NonSerialized] public float health = 1; public float damagePitchWiggle; public ParticleSystem smoke; float initialSmokeEmission; public virtual void Start() { vp = transform.GetTopmostParentComponent(); // Get engine sound snd = GetComponent(); if (snd) { snd.pitch = minPitch; } // Get boost sound if (boostLoopSnd) { GameObject newBoost = Instantiate(boostLoopSnd.gameObject, boostLoopSnd.transform.position, boostLoopSnd.transform.rotation) as GameObject; boostSnd = newBoost.GetComponent(); boostSnd.transform.parent = boostLoopSnd.transform; boostSnd.transform.localPosition = Vector3.zero; boostSnd.transform.localRotation = Quaternion.identity; boostSnd.loop = false; } if (smoke) { initialSmokeEmission = smoke.emission.rateOverTime.constantMax; } } public virtual void FixedUpdate() { health = Mathf.Clamp01(health); // Boost logic boost = Mathf.Clamp(boosting ? boost - boostBurnRate * Time.timeScale * 0.05f * TimeMaster.inverseFixedTimeFactor : boost, 0, maxBoost); boostPrev = boosting; if (canBoost && ignition && health > 0 && !vp.crashing && boost > 0 && (vp.hover ? vp.accelInput != 0 || Mathf.Abs(vp.localVelocity.z) > 1 : vp.accelInput > 0 || vp.localVelocity.z > 1)) { if (((boostReleased && !boosting) || boosting) && vp.boostButton) { boosting = true; boostReleased = false; } else { boosting = false; } } else { boosting = false; } if (!vp.boostButton) { boostReleased = true; } if (boostLoopSnd && boostSnd) { if (boosting && !boostLoopSnd.isPlaying) { boostLoopSnd.Play(); } else if (!boosting && boostLoopSnd.isPlaying) { boostLoopSnd.Stop(); } if (boosting && !boostPrev) { boostSnd.clip = boostStart; boostSnd.Play(); } else if (!boosting && boostPrev) { boostSnd.clip = boostEnd; boostSnd.Play(); } } } public virtual void Update() { // Set engine sound properties if (!ignition) { targetPitch = 0; } if (snd) { if (ignition && health > 0) { snd.enabled = true; snd.pitch = Mathf.Lerp(snd.pitch, Mathf.Lerp(minPitch, maxPitch, targetPitch), 20 * Time.deltaTime) + Mathf.Sin(Time.time * 200 * (1 - health)) * (1 - health) * 0.1f * damagePitchWiggle; snd.volume = Mathf.Lerp(snd.volume, 0.3f + targetPitch * 0.7f, 20 * Time.deltaTime); } else { snd.enabled = false; } } // Play boost particles if (boostParticles.Length > 0) { foreach (ParticleSystem curBoost in boostParticles) { if (boosting && curBoost.isStopped) { curBoost.Play(); } else if (!boosting && curBoost.isPlaying) { curBoost.Stop(); } } } // Adjusting smoke particles based on damage if (smoke) { ParticleSystem.EmissionModule em = smoke.emission; em.rateOverTime = new ParticleSystem.MinMaxCurve(health < 0.7f ? initialSmokeEmission * (1 - health) : 0); } } } } ================================================ FILE: Assets/Scripts/Drivetrain/Motor.cs.meta ================================================ fileFormatVersion: 2 guid: 56aaf7efc826f96469b4d29a4218e127 timeCreated: 1422829220 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -100 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/Transmission.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(DriveForce))] // Class for transmissions public abstract class Transmission : MonoBehaviour { [Range(0, 1)] public float strength = 1; [System.NonSerialized] public float health = 1; protected VehicleParent vp; protected DriveForce targetDrive; protected DriveForce newDrive; public bool automatic; [Tooltip("Apply special drive to wheels for skid steering")] public bool skidSteerDrive; public DriveForce[] outputDrives; [Tooltip("Exponent for torque output on each wheel")] public float driveDividePower = 3; [System.NonSerialized] public float maxRPM = -1; public virtual void Start() { vp = transform.GetTopmostParentComponent(); targetDrive = GetComponent(); newDrive = gameObject.AddComponent(); } protected void SetOutputDrives(float ratio) { // Distribute drive to wheels if (outputDrives.Length > 0) { int enabledDrives = 0; // Check for which outputs are enabled foreach (DriveForce curOutput in outputDrives) { if (curOutput.active) { enabledDrives++; } } float torqueFactor = Mathf.Pow(1f / enabledDrives, driveDividePower); float tempRPM = 0; foreach (DriveForce curOutput in outputDrives) { if (curOutput.active) { tempRPM += skidSteerDrive ? Mathf.Abs(curOutput.feedbackRPM) : curOutput.feedbackRPM; curOutput.SetDrive(newDrive, torqueFactor); } } targetDrive.feedbackRPM = (tempRPM / enabledDrives) * ratio; } } public void ResetMaxRPM() { maxRPM = -1; // Setting this to -1 triggers derived classes to recalculate things } } } ================================================ FILE: Assets/Scripts/Drivetrain/Transmission.cs.meta ================================================ fileFormatVersion: 2 guid: d8a853b5fdb3ad749a1ed65cf148736b timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -70 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain/Wheel.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(DriveForce))] [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("RVP/Drivetrain/Wheel", 1)] // Class for the wheel public class Wheel : MonoBehaviour { [System.NonSerialized] public Transform tr; Rigidbody rb; [System.NonSerialized] public VehicleParent vp; [System.NonSerialized] public Suspension suspensionParent; [System.NonSerialized] public Transform rim; Transform tire; Vector3 localVel; [Tooltip("Generate a sphere collider to represent the wheel for side collisions")] public bool generateHardCollider = true; SphereCollider sphereCol; // Hard collider Transform sphereColTr; // Hard collider transform [Header("Rotation")] [Tooltip("Bias for feedback RPM lerp between target RPM and raw RPM")] [Range(0, 1)] public float feedbackRpmBias; [Tooltip("Curve for setting final RPM of wheel based on driving torque/brake force, x-axis = torque/brake force, y-axis = lerp between raw RPM and target RPM")] public AnimationCurve rpmBiasCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("As the RPM of the wheel approaches this value, the RPM bias curve is interpolated with the default linear curve")] public float rpmBiasCurveLimit = Mathf.Infinity; [Range(0, 10)] public float axleFriction; [Header("Friction")] [Range(0, 1)] public float frictionSmoothness = 0.5f; public float forwardFriction = 1; public float sidewaysFriction = 1; public float forwardRimFriction = 0.5f; public float sidewaysRimFriction = 0.5f; public float forwardCurveStretch = 1; public float sidewaysCurveStretch = 1; Vector3 frictionForce = Vector3.zero; [Tooltip("X-axis = slip, y-axis = friction")] public AnimationCurve forwardFrictionCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("X-axis = slip, y-axis = friction")] public AnimationCurve sidewaysFrictionCurve = AnimationCurve.Linear(0, 0, 1, 1); [System.NonSerialized] public float forwardSlip; [System.NonSerialized] public float sidewaysSlip; public enum SlipDependenceMode { dependent, forward, sideways, independent }; public SlipDependenceMode slipDependence = SlipDependenceMode.sideways; [Range(0, 2)] public float forwardSlipDependence = 2; [Range(0, 2)] public float sidewaysSlipDependence = 2; [Tooltip("Adjusts how much friction the wheel has based on the normal of the ground surface. X-axis = normal dot product, y-axis = friction multiplier")] public AnimationCurve normalFrictionCurve = AnimationCurve.Linear(0, 1, 1, 1); [Tooltip("How much the suspension compression affects the wheel friction")] [Range(0, 1)] public float compressionFrictionFactor = 0.5f; [Header("Size")] public float tireRadius; public float rimRadius; public float tireWidth; public float rimWidth; [System.NonSerialized] public float setTireWidth; [System.NonSerialized] public float tireWidthPrev; [System.NonSerialized] public float setTireRadius; [System.NonSerialized] public float tireRadiusPrev; [System.NonSerialized] public float setRimWidth; [System.NonSerialized] public float rimWidthPrev; [System.NonSerialized] public float setRimRadius; [System.NonSerialized] public float rimRadiusPrev; [System.NonSerialized] public float actualRadius; [Header("Tire")] [Range(0, 1)] public float tirePressure = 1; [System.NonSerialized] public float setTirePressure; [System.NonSerialized] public float tirePressurePrev; float initialTirePressure; public bool popped; [System.NonSerialized] public bool setPopped; [System.NonSerialized] public bool poppedPrev; public bool canPop; [Tooltip("Requires deform shader")] public float deformAmount; Material rimMat; Material tireMat; float airLeakTime = -1; [Range(0, 1)] public float rimGlow; float glowAmount; Color glowColor; [System.NonSerialized] public bool updatedSize; [System.NonSerialized] public bool updatedPopped; float currentRPM; [System.NonSerialized] public DriveForce targetDrive; [System.NonSerialized] public float rawRPM; // RPM based purely on velocity [System.NonSerialized] public WheelContact contactPoint = new WheelContact(); [System.NonSerialized] public bool getContact = true; // Should the wheel try to get contact info? [System.NonSerialized] public bool grounded; float airTime; [System.NonSerialized] public float travelDist; Vector3 upDir; // Up direction float circumference; [System.NonSerialized] public Vector3 contactVelocity; // Velocity of contact point float actualEbrake; float actualTargetRPM; float actualTorque; [System.NonSerialized] public Vector3 forceApplicationPoint; // Point at which friction forces are applied [Tooltip("Apply friction forces at ground point")] public bool applyForceAtGroundContact; [Header("Audio")] public AudioSource impactSnd; public AudioClip[] tireHitClips; public AudioClip rimHitClip; public AudioClip tireAirClip; public AudioClip tirePopClip; [Header("Damage")] public float detachForce = Mathf.Infinity; [System.NonSerialized] public float damage; public float mass = 0.05f; [System.NonSerialized] public bool canDetach; [System.NonSerialized] public bool connected = true; public Mesh tireMeshLoose; // Tire mesh for detached wheel collider public Mesh rimMeshLoose; // Rim mesh for detached wheel collider GameObject detachedWheel; GameObject detachedTire; MeshCollider detachedCol; Rigidbody detachedBody; MeshFilter detachFilter; MeshFilter detachTireFilter; public PhysicMaterial detachedTireMaterial; public PhysicMaterial detachedRimMaterial; void Start() { tr = transform; rb = tr.GetTopmostParentComponent(); vp = tr.GetTopmostParentComponent(); suspensionParent = tr.parent.GetComponent(); travelDist = suspensionParent.targetCompression; canDetach = detachForce < Mathf.Infinity && Application.isPlaying; initialTirePressure = tirePressure; if (tr.childCount > 0) { // Get rim rim = tr.GetChild(0); // Set up rim glow material if (rimGlow > 0 && Application.isPlaying) { rimMat = new Material(rim.GetComponent().sharedMaterial); rimMat.EnableKeyword("_EMISSION"); rim.GetComponent().sharedMaterial = rimMat; } // Create detached wheel if (canDetach) { detachedWheel = new GameObject(vp.transform.name + "'s Detached Wheel"); detachedWheel.layer = LayerMask.NameToLayer("Detachable Part"); detachFilter = detachedWheel.AddComponent(); detachFilter.sharedMesh = rim.GetComponent().sharedMesh; MeshRenderer detachRend = detachedWheel.AddComponent(); detachRend.sharedMaterial = rim.GetComponent().sharedMaterial; detachedCol = detachedWheel.AddComponent(); detachedCol.convex = true; detachedBody = detachedWheel.AddComponent(); detachedBody.mass = mass; } // Get tire if (rim.childCount > 0) { tire = rim.GetChild(0); if (deformAmount > 0 && Application.isPlaying) { tireMat = new Material(tire.GetComponent().sharedMaterial); tire.GetComponent().sharedMaterial = tireMat; } // Create detached tire if (canDetach) { detachedTire = new GameObject("Detached Tire"); detachedTire.transform.parent = detachedWheel.transform; detachedTire.transform.localPosition = Vector3.zero; detachedTire.transform.localRotation = Quaternion.identity; detachTireFilter = detachedTire.AddComponent(); detachTireFilter.sharedMesh = tire.GetComponent().sharedMesh; MeshRenderer detachTireRend = detachedTire.AddComponent(); detachTireRend.sharedMaterial = tireMat ? tireMat : tire.GetComponent().sharedMaterial; } } if (Application.isPlaying) { // Generate hard collider if (generateHardCollider) { GameObject sphereColNew = new GameObject("Rim Collider"); sphereColNew.layer = GlobalControl.ignoreWheelCastLayer; sphereColTr = sphereColNew.transform; sphereCol = sphereColNew.AddComponent(); sphereColTr.parent = tr; sphereColTr.localPosition = Vector3.zero; sphereColTr.localRotation = Quaternion.identity; sphereCol.radius = Mathf.Min(rimWidth * 0.5f, rimRadius * 0.5f); sphereCol.sharedMaterial = GlobalControl.frictionlessMatStatic; } if (canDetach) { detachedWheel.SetActive(false); } } } targetDrive = GetComponent(); currentRPM = 0; } void FixedUpdate() { upDir = tr.up; actualRadius = popped ? rimRadius : Mathf.Lerp(rimRadius, tireRadius, tirePressure); circumference = Mathf.PI * actualRadius * 2; localVel = rb.GetPointVelocity(forceApplicationPoint); // Get proper inputs actualEbrake = suspensionParent.ebrakeEnabled ? suspensionParent.ebrakeForce : 0; actualTargetRPM = targetDrive.rpm * (suspensionParent.driveInverted ? -1 : 1); actualTorque = suspensionParent.driveEnabled ? Mathf.Lerp(targetDrive.torque, Mathf.Abs(vp.accelInput), vp.burnout) : 0; if (getContact) { GetWheelContact(); } else if (grounded) { contactPoint.point += localVel * Time.fixedDeltaTime; } airTime = grounded ? 0 : airTime + Time.fixedDeltaTime; forceApplicationPoint = applyForceAtGroundContact ? contactPoint.point : tr.position; if (connected) { GetRawRPM(); ApplyDrive(); } else { rawRPM = 0; currentRPM = 0; targetDrive.feedbackRPM = 0; } // Get travel distance travelDist = suspensionParent.compression < travelDist || grounded ? suspensionParent.compression : Mathf.Lerp(travelDist, suspensionParent.compression, suspensionParent.extendSpeed * Time.fixedDeltaTime); PositionWheel(); if (connected) { // Update hard collider size upon changed radius or width if (generateHardCollider) { setRimWidth = rimWidth; setRimRadius = rimRadius; setTireWidth = tireWidth; setTireRadius = tireRadius; setTirePressure = tirePressure; if (rimWidthPrev != setRimWidth || rimRadiusPrev != setRimRadius) { sphereCol.radius = Mathf.Min(rimWidth * 0.5f, rimRadius * 0.5f); updatedSize = true; } else if (tireWidthPrev != setTireWidth || tireRadiusPrev != setTireRadius || tirePressurePrev != setTirePressure) { updatedSize = true; } else { updatedSize = false; } rimWidthPrev = setRimWidth; rimRadiusPrev = setRimRadius; tireWidthPrev = setTireWidth; tireRadiusPrev = setTireRadius; tirePressurePrev = setTirePressure; } GetSlip(); ApplyFriction(); // Burnout spinning if (vp.burnout > 0 && targetDrive.rpm != 0 && actualEbrake * vp.ebrakeInput == 0 && connected && grounded) { rb.AddForceAtPosition(suspensionParent.forwardDir * -suspensionParent.flippedSideFactor * (vp.steerInput * vp.burnoutSpin * currentRPM * Mathf.Min(0.1f, targetDrive.torque) * 0.001f) * vp.burnout * (popped ? 0.5f : 1) * contactPoint.surfaceFriction, suspensionParent.tr.position, vp.wheelForceMode); } // Popping logic setPopped = popped; if (poppedPrev != setPopped) { if (tire) { tire.gameObject.SetActive(!popped); } updatedPopped = true; } else { updatedPopped = false; } poppedPrev = setPopped; // Air leak logic if (airLeakTime >= 0) { tirePressure = Mathf.Clamp01(tirePressure - Time.fixedDeltaTime * 0.5f); if (grounded) { airLeakTime += Mathf.Max(Mathf.Abs(currentRPM) * 0.001f, localVel.magnitude * 0.1f) * Time.timeScale * TimeMaster.inverseFixedTimeFactor; if (airLeakTime > 1000 && tirePressure == 0) { popped = true; airLeakTime = -1; if (impactSnd && tirePopClip) { impactSnd.PlayOneShot(tirePopClip); impactSnd.pitch = 1; } } } } } } void Update() { RotateWheel(); if (!Application.isPlaying) { PositionWheel(); } else { // Update tire and rim materials if (deformAmount > 0 && tireMat && connected) { if (tireMat.HasProperty("_DeformNormal")) { // Deform tire (requires deform shader) Vector3 deformNormal = grounded ? contactPoint.normal * Mathf.Max(-suspensionParent.penetration * (1 - suspensionParent.compression) * 10, 1 - tirePressure) * deformAmount : Vector3.zero; tireMat.SetVector("_DeformNormal", new Vector4(deformNormal.x, deformNormal.y, deformNormal.z, 0)); } } if (rimMat) { if (rimMat.HasProperty("_EmissionColor")) { // Make the rim glow float targetGlow = connected && GroundSurfaceMaster.surfaceTypesStatic[contactPoint.surfaceType].leaveSparks ? Mathf.Abs(F.MaxAbs(forwardSlip, sidewaysSlip)) : 0; glowAmount = popped ? Mathf.Lerp(glowAmount, targetGlow, (targetGlow > glowAmount ? 2 : 0.2f) * Time.deltaTime) : 0; glowColor = new Color(glowAmount, glowAmount * 0.5f, 0); rimMat.SetColor("_EmissionColor", popped ? Color.Lerp(Color.black, glowColor, glowAmount * rimGlow) : Color.black); } } } } // Use raycasting to find the current contact point for the wheel void GetWheelContact() { float castDist = Mathf.Max(suspensionParent.suspensionDistance * Mathf.Max(0.001f, suspensionParent.targetCompression) + actualRadius, 0.001f); RaycastHit[] wheelHits = Physics.RaycastAll(suspensionParent.maxCompressPoint, suspensionParent.springDirection, castDist, GlobalControl.wheelCastMaskStatic); RaycastHit hit; int hitIndex = 0; bool validHit = false; float hitDist = Mathf.Infinity; if (connected) { // Loop through raycast hits to find closest one for (int i = 0; i < wheelHits.Length; i++) { if (!wheelHits[i].transform.IsChildOf(vp.tr) && wheelHits[i].distance < hitDist) { hitIndex = i; hitDist = wheelHits[i].distance; validHit = true; } } } else { validHit = false; } // Set contact point variables if (validHit) { hit = wheelHits[hitIndex]; if (!grounded && impactSnd && ((tireHitClips.Length > 0 && !popped) || (rimHitClip && popped))) { impactSnd.PlayOneShot(popped ? rimHitClip : tireHitClips[Mathf.RoundToInt(Random.Range(0, tireHitClips.Length - 1))], Mathf.Clamp01(airTime * airTime)); impactSnd.pitch = Mathf.Clamp(airTime * 0.2f + 0.8f, 0.8f, 1); } grounded = true; contactPoint.distance = hit.distance - actualRadius; contactPoint.point = hit.point + localVel * Time.fixedDeltaTime; contactPoint.grounded = true; contactPoint.normal = hit.normal; contactPoint.relativeVelocity = tr.InverseTransformDirection(localVel); contactPoint.col = hit.collider; if (hit.collider.attachedRigidbody) { contactVelocity = hit.collider.attachedRigidbody.GetPointVelocity(contactPoint.point); contactPoint.relativeVelocity -= tr.InverseTransformDirection(contactVelocity); } else { contactVelocity = Vector3.zero; } GroundSurfaceInstance curSurface = hit.collider.GetComponent(); TerrainSurface curTerrain = hit.collider.GetComponent(); if (curSurface) { contactPoint.surfaceFriction = curSurface.friction; contactPoint.surfaceType = curSurface.surfaceType; } else if (curTerrain) { contactPoint.surfaceType = curTerrain.GetDominantSurfaceTypeAtPoint(contactPoint.point); contactPoint.surfaceFriction = curTerrain.GetFriction(contactPoint.surfaceType); } else { contactPoint.surfaceFriction = hit.collider.sharedMaterial != null ? hit.collider.sharedMaterial.dynamicFriction * 2 : 1.0f; contactPoint.surfaceType = 0; } if (contactPoint.col.CompareTag("Pop Tire") && canPop && airLeakTime == -1 && !popped) { Deflate(); } } else { grounded = false; contactPoint.distance = suspensionParent.suspensionDistance; contactPoint.point = Vector3.zero; contactPoint.grounded = false; contactPoint.normal = upDir; contactPoint.relativeVelocity = Vector3.zero; contactPoint.col = null; contactVelocity = Vector3.zero; contactPoint.surfaceFriction = 0; contactPoint.surfaceType = 0; } } // Calculate what the RPM of the wheel would be based purely on its velocity void GetRawRPM() { if (grounded) { rawRPM = (contactPoint.relativeVelocity.x / circumference) * (Mathf.PI * 100) * -suspensionParent.flippedSideFactor; } else { rawRPM = Mathf.Lerp(rawRPM, actualTargetRPM, (actualTorque + suspensionParent.brakeForce * vp.brakeInput + actualEbrake * vp.ebrakeInput) * Time.timeScale); } } // Calculate the current slip amount void GetSlip() { if (grounded) { sidewaysSlip = (contactPoint.relativeVelocity.z * 0.1f) / sidewaysCurveStretch; forwardSlip = (0.01f * (rawRPM - currentRPM)) / forwardCurveStretch; } else { sidewaysSlip = 0; forwardSlip = 0; } } // Apply actual forces to rigidbody based on wheel simulation void ApplyFriction() { if (grounded) { float forwardSlipFactor = (int)slipDependence == 0 || (int)slipDependence == 1 ? forwardSlip - sidewaysSlip : forwardSlip; float sidewaysSlipFactor = (int)slipDependence == 0 || (int)slipDependence == 2 ? sidewaysSlip - forwardSlip : sidewaysSlip; float forwardSlipDependenceFactor = Mathf.Clamp01(forwardSlipDependence - Mathf.Clamp01(Mathf.Abs(sidewaysSlip))); float sidewaysSlipDependenceFactor = Mathf.Clamp01(sidewaysSlipDependence - Mathf.Clamp01(Mathf.Abs(forwardSlip))); float targetForceX = forwardFrictionCurve.Evaluate(Mathf.Abs(forwardSlipFactor)) * -System.Math.Sign(forwardSlip) * (popped ? forwardRimFriction : forwardFriction) * forwardSlipDependenceFactor * -suspensionParent.flippedSideFactor; float targetForceZ = sidewaysFrictionCurve.Evaluate(Mathf.Abs(sidewaysSlipFactor)) * -System.Math.Sign(sidewaysSlip) * (popped ? sidewaysRimFriction : sidewaysFriction) * sidewaysSlipDependenceFactor * normalFrictionCurve.Evaluate(Mathf.Clamp01(Vector3.Dot(contactPoint.normal, GlobalControl.worldUpDir))) * (vp.burnout > 0 && Mathf.Abs(targetDrive.rpm) != 0 && actualEbrake * vp.ebrakeInput == 0 && grounded ? (1 - vp.burnout) * (1 - Mathf.Abs(vp.accelInput)) : 1); Vector3 targetForce = tr.TransformDirection(targetForceX, 0, targetForceZ); float targetForceMultiplier = ((1 - compressionFrictionFactor) + (1 - suspensionParent.compression) * compressionFrictionFactor * Mathf.Clamp01(Mathf.Abs(suspensionParent.tr.InverseTransformDirection(localVel).z) * 10)) * contactPoint.surfaceFriction; frictionForce = Vector3.Lerp(frictionForce, targetForce * targetForceMultiplier, 1 - frictionSmoothness); rb.AddForceAtPosition(frictionForce, forceApplicationPoint, vp.wheelForceMode); // If resting on a rigidbody, apply opposing force to it if (contactPoint.col.attachedRigidbody) { contactPoint.col.attachedRigidbody.AddForceAtPosition(-frictionForce, contactPoint.point, vp.wheelForceMode); } } } // Do torque and RPM calculations/simulation void ApplyDrive() { float brakeForce = 0; float brakeCheckValue = suspensionParent.skidSteerBrake ? vp.localAngularVel.y : vp.localVelocity.z; // Set brake force if (vp.brakeIsReverse) { if (brakeCheckValue > 0) { brakeForce = suspensionParent.brakeForce * vp.brakeInput; } else if (brakeCheckValue <= 0) { brakeForce = suspensionParent.brakeForce * Mathf.Clamp01(vp.accelInput); } } else { brakeForce = suspensionParent.brakeForce * vp.brakeInput; } brakeForce += axleFriction * 0.1f * (Mathf.Approximately(actualTorque, 0) ? 1 : 0); if (targetDrive.rpm != 0) { brakeForce *= (1 - vp.burnout); } // Set final RPM if (!suspensionParent.jammed && connected) { bool validTorque = (!(Mathf.Approximately(actualTorque, 0) && Mathf.Abs(actualTargetRPM) < 0.01f) && !Mathf.Approximately(actualTargetRPM, 0)) || brakeForce + actualEbrake * vp.ebrakeInput > 0; currentRPM = Mathf.Lerp(rawRPM, Mathf.Lerp( Mathf.Lerp(rawRPM, actualTargetRPM, validTorque ? EvaluateTorque(actualTorque) : actualTorque), 0, Mathf.Max(brakeForce, actualEbrake * vp.ebrakeInput)), validTorque ? EvaluateTorque(actualTorque + brakeForce + actualEbrake * vp.ebrakeInput) : actualTorque + brakeForce + actualEbrake * vp.ebrakeInput); targetDrive.feedbackRPM = Mathf.Lerp(currentRPM, rawRPM, feedbackRpmBias); } else { currentRPM = 0; targetDrive.feedbackRPM = 0; } } // Extra method for evaluating torque to make the ApplyDrive method more readable float EvaluateTorque(float t) { float torque = Mathf.Lerp(rpmBiasCurve.Evaluate(t), t, rawRPM / (rpmBiasCurveLimit * Mathf.Sign(actualTargetRPM))); return torque; } // Visual wheel positioning void PositionWheel() { if (suspensionParent) { rim.position = suspensionParent.maxCompressPoint + suspensionParent.springDirection * suspensionParent.suspensionDistance * (Application.isPlaying ? travelDist : suspensionParent.targetCompression) + suspensionParent.upDir * Mathf.Pow(Mathf.Max(Mathf.Abs(Mathf.Sin(suspensionParent.sideAngle * Mathf.Deg2Rad)), Mathf.Abs(Mathf.Sin(suspensionParent.casterAngle * Mathf.Deg2Rad))), 2) * actualRadius + suspensionParent.pivotOffset * suspensionParent.tr.TransformDirection(Mathf.Sin(tr.localEulerAngles.y * Mathf.Deg2Rad), 0, Mathf.Cos(tr.localEulerAngles.y * Mathf.Deg2Rad)) - suspensionParent.pivotOffset * (Application.isPlaying ? suspensionParent.forwardDir : suspensionParent.tr.forward); } if (Application.isPlaying && generateHardCollider && connected) { sphereColTr.position = rim.position; } } // Visual wheel rotation void RotateWheel() { if (tr && suspensionParent) { float ackermannVal = Mathf.Sign(suspensionParent.steerAngle) == suspensionParent.flippedSideFactor ? 1 + suspensionParent.ackermannFactor : 1 - suspensionParent.ackermannFactor; tr.localEulerAngles = new Vector3( suspensionParent.camberAngle + suspensionParent.casterAngle * suspensionParent.steerAngle * suspensionParent.flippedSideFactor, -suspensionParent.toeAngle * suspensionParent.flippedSideFactor + suspensionParent.steerDegrees * ackermannVal, 0); } if (Application.isPlaying) { rim.Rotate(Vector3.forward, currentRPM * suspensionParent.flippedSideFactor * Time.deltaTime); if (damage > 0) { rim.localEulerAngles = new Vector3( Mathf.Sin(-rim.localEulerAngles.z * Mathf.Deg2Rad) * Mathf.Clamp(damage, 0, 10), Mathf.Cos(-rim.localEulerAngles.z * Mathf.Deg2Rad) * Mathf.Clamp(damage, 0, 10), rim.localEulerAngles.z); } else if (rim.localEulerAngles.x != 0 || rim.localEulerAngles.y != 0) { rim.localEulerAngles = new Vector3(0, 0, rim.localEulerAngles.z); } } } // Begin deflating the tire/leaking air public void Deflate() { airLeakTime = 0; if (impactSnd && tireAirClip) { impactSnd.PlayOneShot(tireAirClip); impactSnd.pitch = 1; } } public void FixTire() { popped = false; tirePressure = initialTirePressure; airLeakTime = -1; } // Detach the wheel from the vehicle public void Detach() { if (connected && canDetach) { connected = false; detachedWheel.SetActive(true); detachedWheel.transform.position = rim.position; detachedWheel.transform.rotation = rim.rotation; detachedCol.sharedMaterial = popped ? detachedRimMaterial : detachedTireMaterial; if (tire) { detachedTire.SetActive(!popped); detachedCol.sharedMesh = airLeakTime >= 0 || popped ? (rimMeshLoose ? rimMeshLoose : detachFilter.sharedMesh) : (tireMeshLoose ? tireMeshLoose : detachTireFilter.sharedMesh); } else { detachedCol.sharedMesh = rimMeshLoose ? rimMeshLoose : detachFilter.sharedMesh; } rb.mass -= mass; detachedBody.velocity = rb.GetPointVelocity(rim.position); detachedBody.angularVelocity = rb.angularVelocity; rim.gameObject.SetActive(false); if (sphereColTr) { sphereColTr.gameObject.SetActive(false); } } } // Automatically sets wheel dimensions based on rim/tire meshes public void GetWheelDimensions(float radiusMargin, float widthMargin) { Mesh rimMesh = null; Mesh tireMesh = null; Mesh checker; Transform scaler = transform; if (transform.childCount > 0) { if (transform.GetChild(0).GetComponent()) { rimMesh = transform.GetChild(0).GetComponent().sharedMesh; scaler = transform.GetChild(0); } if (transform.GetChild(0).childCount > 0) { if (transform.GetChild(0).GetChild(0).GetComponent()) { tireMesh = transform.GetChild(0).GetChild(0).GetComponent().sharedMesh; } } checker = tireMesh ? tireMesh : rimMesh; if (checker) { float maxWidth = 0; float maxRadius = 0; foreach (Vector3 curVert in checker.vertices) { if (new Vector2(curVert.x * scaler.localScale.x, curVert.y * scaler.localScale.y).magnitude > maxRadius) { maxRadius = new Vector2(curVert.x * scaler.localScale.x, curVert.y * scaler.localScale.y).magnitude; } if (Mathf.Abs(curVert.z * scaler.localScale.z) > maxWidth) { maxWidth = Mathf.Abs(curVert.z * scaler.localScale.z); } } tireRadius = maxRadius + radiusMargin; tireWidth = maxWidth + widthMargin; if (tireMesh && rimMesh) { maxWidth = 0; maxRadius = 0; foreach (Vector3 curVert in rimMesh.vertices) { if (new Vector2(curVert.x * scaler.localScale.x, curVert.y * scaler.localScale.y).magnitude > maxRadius) { maxRadius = new Vector2(curVert.x * scaler.localScale.x, curVert.y * scaler.localScale.y).magnitude; } if (Mathf.Abs(curVert.z * scaler.localScale.z) > maxWidth) { maxWidth = Mathf.Abs(curVert.z * scaler.localScale.z); } } rimRadius = maxRadius + radiusMargin; rimWidth = maxWidth + widthMargin; } else { rimRadius = maxRadius * 0.5f + radiusMargin; rimWidth = maxWidth * 0.5f + widthMargin; } } else { Debug.LogError("No rim or tire meshes found for getting wheel dimensions.", this); } } } // Attach the wheel back onto its vehicle if detached public void Reattach() { if (!connected) { connected = true; detachedWheel.SetActive(false); rb.mass += mass; rim.gameObject.SetActive(true); if (sphereColTr) { sphereColTr.gameObject.SetActive(true); } } } // visualize wheel void OnDrawGizmosSelected() { tr = transform; if (tr.childCount > 0) { // Rim is the first child of this object rim = tr.GetChild(0); // Tire mesh should be first child of rim if (rim.childCount > 0) { tire = rim.GetChild(0); } } float tireActualRadius = Mathf.Lerp(rimRadius, tireRadius, tirePressure); if (tirePressure < 1 && tirePressure > 0) { Gizmos.color = new Color(1, 1, 0, popped ? 0.5f : 1); GizmosExtra.DrawWireCylinder(rim.position, rim.forward, tireActualRadius, tireWidth * 2); } Gizmos.color = Color.white; GizmosExtra.DrawWireCylinder(rim.position, rim.forward, tireRadius, tireWidth * 2); Gizmos.color = tirePressure == 0 || popped ? Color.green : Color.cyan; GizmosExtra.DrawWireCylinder(rim.position, rim.forward, rimRadius, rimWidth * 2); Gizmos.color = new Color(1, 1, 1, tirePressure < 1 ? 0.5f : 1); GizmosExtra.DrawWireCylinder(rim.position, rim.forward, tireRadius, tireWidth * 2); Gizmos.color = tirePressure == 0 || popped ? Color.green : Color.cyan; GizmosExtra.DrawWireCylinder(rim.position, rim.forward, rimRadius, rimWidth * 2); } // Destroy detached wheel void OnDestroy() { if (Application.isPlaying) { if (detachedWheel) { Destroy(detachedWheel); } } } } // Contact point class public class WheelContact { public bool grounded; // Is the contact point grounded? public Collider col; // The collider of the contact point public Vector3 point; // The position of the contact point public Vector3 normal; // The normal of the contact point public Vector3 relativeVelocity; // Relative velocity between the wheel and the contact point object public float distance; // Distance from the suspension to the contact point minus the wheel radius public float surfaceFriction; // Friction of the contact surface public int surfaceType; // The surface type identified by the surface types array of GroundSurfaceMaster } } ================================================ FILE: Assets/Scripts/Drivetrain/Wheel.cs.meta ================================================ fileFormatVersion: 2 guid: ecbf6806518860b4ba6e32c8e44407ab timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -30 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Drivetrain.meta ================================================ fileFormatVersion: 2 guid: d1f47f5bc11888544b1c98b9777b76be folderAsset: yes timeCreated: 1482955823 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/DetachablePartEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(DetachablePart))] [CanEditMultipleObjects] public class DetachablePartEditor : Editor { static bool showHandles = true; public override void OnInspectorGUI() { showHandles = EditorGUILayout.Toggle("Show Handles", showHandles); SceneView.RepaintAll(); DrawDefaultInspector(); } public void OnSceneGUI() { DetachablePart targetScript = (DetachablePart)target; Undo.RecordObject(targetScript, "Detachable Part Change"); if (showHandles && targetScript.gameObject.activeInHierarchy) { if (targetScript.joints != null) { foreach (PartJoint curJoint in targetScript.joints) { if (Tools.current == Tool.Move) { curJoint.hingeAnchor = targetScript.transform.InverseTransformPoint(Handles.PositionHandle(targetScript.transform.TransformPoint(curJoint.hingeAnchor), Tools.pivotRotation == PivotRotation.Local ? targetScript.transform.rotation : Quaternion.identity)); } else if (Tools.current == Tool.Rotate) { curJoint.hingeAxis = targetScript.transform.InverseTransformDirection(Handles.RotationHandle( Quaternion.LookRotation(targetScript.transform.TransformDirection(curJoint.hingeAxis), new Vector3(-targetScript.transform.TransformDirection(curJoint.hingeAxis).y, targetScript.transform.TransformDirection(curJoint.hingeAxis).x, 0)), targetScript.transform.TransformPoint(curJoint.hingeAnchor)) * Vector3.forward); } } } } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/DetachablePartEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 00a12ca27b515db4da4062360b013fa1 timeCreated: 1444840058 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/GasMotorEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(GasMotor))] [CanEditMultipleObjects] public class GasMotorEditor : Editor { float topSpeed = 0; public override void OnInspectorGUI() { GasMotor targetScript = (GasMotor)target; DriveForce nextOutput; Transmission nextTrans; GearboxTransmission nextGearbox; ContinuousTransmission nextConTrans; Suspension nextSus; bool reachedEnd = false; string endOutput = ""; if (targetScript.outputDrives != null) { if (targetScript.outputDrives.Length > 0) { topSpeed = targetScript.torqueCurve.keys[targetScript.torqueCurve.length - 1].time * 1000; nextOutput = targetScript.outputDrives[0]; while (!reachedEnd) { if (nextOutput) { if (nextOutput.GetComponent()) { nextTrans = nextOutput.GetComponent(); if (nextTrans is GearboxTransmission) { nextGearbox = (GearboxTransmission)nextTrans; topSpeed /= nextGearbox.gears[nextGearbox.gears.Length - 1].ratio; } else if (nextTrans is ContinuousTransmission) { nextConTrans = (ContinuousTransmission)nextTrans; topSpeed /= nextConTrans.maxRatio; } if (nextTrans.outputDrives.Length > 0) { nextOutput = nextTrans.outputDrives[0]; } else { topSpeed = -1; reachedEnd = true; endOutput = nextTrans.transform.name; } } else if (nextOutput.GetComponent()) { nextSus = nextOutput.GetComponent(); if (nextSus.wheel) { topSpeed /= Mathf.PI * 100; topSpeed *= nextSus.wheel.tireRadius * 2 * Mathf.PI; } else { topSpeed = -1; } reachedEnd = true; endOutput = nextSus.transform.name; } else { topSpeed = -1; reachedEnd = true; endOutput = targetScript.transform.name; } } else { topSpeed = -1; reachedEnd = true; endOutput = targetScript.transform.name; } } } else { topSpeed = -1; endOutput = targetScript.transform.name; } } else { topSpeed = -1; endOutput = targetScript.transform.name; } if (topSpeed == -1) { EditorGUILayout.HelpBox("Motor drive doesn't reach any wheels. (Ends at " + endOutput + ")", MessageType.Warning); } else if (targets.Length == 1) { EditorGUILayout.LabelField("Top Speed (Estimate): " + (topSpeed * 2.23694f).ToString("0.00") + " mph || " + (topSpeed * 3.6f).ToString("0.00") + " km/h", EditorStyles.boldLabel); } DrawDefaultInspector(); } } } #endif ================================================ FILE: Assets/Scripts/Editors/GasMotorEditor.cs.meta ================================================ fileFormatVersion: 2 guid: a1072c39731a6c442ab44559f3cf58e3 timeCreated: 1444593357 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/GearboxTransmissionEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(GearboxTransmission))] [CanEditMultipleObjects] public class GearboxTransmissionEditor : Editor { bool isPrefab = false; static bool showButtons = true; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; GearboxTransmission targetScript = (GearboxTransmission)target; GearboxTransmission[] allTargets = new GearboxTransmission[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Transmission Change"); allTargets[i] = targets[i] as GearboxTransmission; } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Calculate RPM Ranges")) { foreach (GearboxTransmission curTarget in allTargets) { curTarget.CalculateRpmRanges(); } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/GearboxTransmissionEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 050306676b70fe3468ef1e8555632978 timeCreated: 1444752918 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/GroundSurfaceInstanceEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(GroundSurfaceInstance))] [CanEditMultipleObjects] public class GroundSurfaceInstanceEditor : Editor { public override void OnInspectorGUI() { GroundSurfaceMaster surfaceMaster = FindObjectOfType(); GroundSurfaceInstance targetScript = (GroundSurfaceInstance)target; GroundSurfaceInstance[] allTargets = new GroundSurfaceInstance[targets.Length]; for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Ground Surface Change"); allTargets[i] = targets[i] as GroundSurfaceInstance; } string[] surfaceNames = new string[surfaceMaster.surfaceTypes.Length]; for (int i = 0; i < surfaceNames.Length; i++) { surfaceNames[i] = surfaceMaster.surfaceTypes[i].name; } foreach (GroundSurfaceInstance curTarget in allTargets) { curTarget.surfaceType = EditorGUILayout.Popup("Surface Type", curTarget.surfaceType, surfaceNames); } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/GroundSurfaceInstanceEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 52e4de3a67d2fd14aa88da66d3c83402 timeCreated: 1444930317 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/HoverMotorEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(HoverMotor))] [CanEditMultipleObjects] public class HoverMotorEditor : Editor { bool isPrefab = false; static bool showButtons = true; float topSpeed = 0; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; HoverMotor targetScript = (HoverMotor)target; HoverMotor[] allTargets = new HoverMotor[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Hover Motor Change"); allTargets[i] = targets[i] as HoverMotor; } topSpeed = targetScript.forceCurve.keys[targetScript.forceCurve.keys.Length - 1].time; if (targetScript.wheels != null) { if (targetScript.wheels.Length == 0) { EditorGUILayout.HelpBox("No wheels are assigned.", MessageType.Warning); } else if (targets.Length == 1) { EditorGUILayout.LabelField("Top Speed (Estimate): " + (topSpeed * 2.23694f).ToString("0.00") + " mph || " + (topSpeed * 3.6f).ToString("0.00") + " km/h", EditorStyles.boldLabel); } } else { EditorGUILayout.HelpBox("No wheels are assigned.", MessageType.Warning); } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Wheels")) { foreach (HoverMotor curTarget in allTargets) { curTarget.wheels = curTarget.transform.GetTopmostParentComponent().transform.GetComponentsInChildren(); } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/HoverMotorEditor.cs.meta ================================================ fileFormatVersion: 2 guid: b4edcef83c7aa3e4787e2d6aa5c4ba49 timeCreated: 1445528059 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/HoverWheelEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(HoverWheel))] [CanEditMultipleObjects] public class HoverWheelEditor : Editor { bool isPrefab = false; static bool showButtons = true; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; HoverWheel targetScript = (HoverWheel)target; HoverWheel[] allTargets = new HoverWheel[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Hover Wheel Change"); allTargets[i] = targets[i] as HoverWheel; } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Visual Wheel")) { foreach (HoverWheel curTarget in allTargets) { if (curTarget.transform.childCount > 0) { curTarget.visualWheel = curTarget.transform.GetChild(0); } else { Debug.LogWarning("No visual wheel found.", this); } } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/HoverWheelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 5b02625134dd23b418e2657a7eab9782 timeCreated: 1444768848 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/PropertyToggleSetterEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(PropertyToggleSetter))] [CanEditMultipleObjects] public class PropertyToggleSetterEditor : Editor { bool isPrefab = false; static bool showButtons = true; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; PropertyToggleSetter targetScript = (PropertyToggleSetter)target; PropertyToggleSetter[] allTargets = new PropertyToggleSetter[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Property Toggle Setter Change"); allTargets[i] = targets[i] as PropertyToggleSetter; } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Variables")) { foreach (PropertyToggleSetter curTarget in allTargets) { curTarget.steerer = curTarget.GetComponentInChildren(); curTarget.transmission = curTarget.GetComponentInChildren(); curTarget.suspensionProperties = curTarget.GetComponentsInChildren(); } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/PropertyToggleSetterEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 77dae14074107a649b82905e9e0c0bee timeCreated: 1444927284 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/SuspensionEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(Suspension))] [CanEditMultipleObjects] public class SuspensionEditor : Editor { bool isPrefab = false; static bool showButtons = true; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; Suspension targetScript = (Suspension)target; Suspension[] allTargets = new Suspension[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Suspension Change"); allTargets[i] = targets[i] as Suspension; } if (!targetScript.wheel) { EditorGUILayout.HelpBox("Wheel must be assigned.", MessageType.Error); } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Wheel")) { foreach (Suspension curTarget in allTargets) { curTarget.wheel = curTarget.transform.GetComponentInChildren(); } } if (GUILayout.Button("Get Opposite Wheel")) { foreach (Suspension curTarget in allTargets) { VehicleParent vp = curTarget.transform.GetTopmostParentComponent(); Suspension closestOne = null; float closeDist = Mathf.Infinity; foreach (Wheel curWheel in vp.wheels) { float curDist = Vector2.Distance(new Vector2(curTarget.transform.localPosition.y, curTarget.transform.localPosition.z), new Vector2(curWheel.transform.parent.localPosition.y, curWheel.transform.parent.localPosition.z)); if (Mathf.Sign(curTarget.transform.localPosition.x) != Mathf.Sign(curWheel.transform.parent.localPosition.x) && curDist < closeDist) { closeDist = curDist; closestOne = curWheel.transform.parent.GetComponent(); } } curTarget.oppositeWheel = closestOne; } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/SuspensionEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 524c5927852c1204b8d8ed775de99644 timeCreated: 1444692615 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/SuspensionPartEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(SuspensionPart))] [CanEditMultipleObjects] public class SuspensionPartEditor : Editor { static bool showHandles = true; public override void OnInspectorGUI() { showHandles = EditorGUILayout.Toggle("Show Handles", showHandles); SceneView.RepaintAll(); DrawDefaultInspector(); } public void OnSceneGUI() { SuspensionPart targetScript = (SuspensionPart)target; Undo.RecordObject(targetScript, "Suspension Part Change"); if (showHandles && targetScript.gameObject.activeInHierarchy) { if (targetScript.connectObj && !targetScript.isHub && !targetScript.solidAxle && Tools.current == Tool.Move) { targetScript.connectPoint = targetScript.connectObj.InverseTransformPoint(Handles.PositionHandle(targetScript.connectObj.TransformPoint(targetScript.connectPoint), Tools.pivotRotation == PivotRotation.Local ? targetScript.connectObj.rotation : Quaternion.identity)); } } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/SuspensionPartEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 501def9d7a15a074ab5acbddb7b85e7b timeCreated: 1444837836 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/TerrainSurfaceEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(TerrainSurface))] public class TerrainSurfaceEditor : Editor { TerrainData terDat; TerrainSurface targetScript; string[] surfaceNames; public override void OnInspectorGUI() { GroundSurfaceMaster surfaceMaster = FindObjectOfType(); targetScript = (TerrainSurface)target; Undo.RecordObject(targetScript, "Terrain Surface Change"); if (targetScript.GetComponent().terrainData) { terDat = targetScript.GetComponent().terrainData; } EditorGUILayout.LabelField("Textures and Surface Types:", EditorStyles.boldLabel); surfaceNames = new string[surfaceMaster.surfaceTypes.Length]; for (int i = 0; i < surfaceNames.Length; i++) { surfaceNames[i] = surfaceMaster.surfaceTypes[i].name; } if (targetScript.surfaceTypes.Length > 0) { for (int j = 0; j < targetScript.surfaceTypes.Length; j++) { DrawTerrainInfo(terDat, j); } } else { EditorGUI.indentLevel++; EditorGUILayout.LabelField(""); } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } void DrawTerrainInfo(TerrainData ter, int index) { EditorGUI.indentLevel = 1; targetScript.surfaceTypes[index] = EditorGUILayout.Popup(terDat.terrainLayers[index].diffuseTexture.name, targetScript.surfaceTypes[index], surfaceNames); EditorGUI.indentLevel++; } } } #endif ================================================ FILE: Assets/Scripts/Editors/TerrainSurfaceEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 2f77f6c7015e70b4a8c406ff42242306 timeCreated: 1444937838 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/VehicleParentEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(VehicleParent))] [CanEditMultipleObjects] public class VehicleParentEditor : Editor { bool isPrefab = false; static bool showButtons = true; bool wheelMissing = false; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; VehicleParent targetScript = (VehicleParent)target; VehicleParent[] allTargets = new VehicleParent[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Vehicle Parent Change"); allTargets[i] = targets[i] as VehicleParent; } wheelMissing = false; if (targetScript.wheelGroups != null && targetScript.wheelGroups.Length > 0) { if (targetScript.hover) { foreach (HoverWheel curWheel in targetScript.hoverWheels) { bool wheelfound = false; foreach (WheelCheckGroup curGroup in targetScript.wheelGroups) { foreach (HoverWheel curWheelInstance in curGroup.hoverWheels) { if (curWheel == curWheelInstance) { wheelfound = true; } } } if (!wheelfound) { wheelMissing = true; break; } } } else { foreach (Wheel curWheel in targetScript.wheels) { bool wheelfound = false; foreach (WheelCheckGroup curGroup in targetScript.wheelGroups) { foreach (Wheel curWheelInstance in curGroup.wheels) { if (curWheel == curWheelInstance) { wheelfound = true; } } } if (!wheelfound) { wheelMissing = true; break; } } } } if (wheelMissing) { EditorGUILayout.HelpBox("If there is at least one wheel group, all wheels must be part of a group.", MessageType.Error); } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Engine")) { foreach (VehicleParent curTarget in allTargets) { curTarget.engine = curTarget.transform.GetComponentInChildren(); } } if (GUILayout.Button("Get Wheels")) { foreach (VehicleParent curTarget in allTargets) { if (curTarget.hover) { curTarget.hoverWheels = curTarget.transform.GetComponentsInChildren(); } else { curTarget.wheels = curTarget.transform.GetComponentsInChildren(); } } } } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/VehicleParentEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 237da826e2e17fa4e9208e630d5fae7e timeCreated: 1444584192 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors/WheelEditor.cs ================================================ #if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; namespace RVP { [CustomEditor(typeof(Wheel))] [CanEditMultipleObjects] public class WheelEditor : Editor { bool isPrefab = false; static bool showButtons = true; static float radiusMargin = 0; static float widthMargin = 0; public override void OnInspectorGUI() { GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout); boldFoldout.fontStyle = FontStyle.Bold; Wheel targetScript = (Wheel)target; Wheel[] allTargets = new Wheel[targets.Length]; isPrefab = F.IsPrefab(targetScript); for (int i = 0; i < targets.Length; i++) { Undo.RecordObject(targets[i], "Wheel Change"); allTargets[i] = targets[i] as Wheel; } DrawDefaultInspector(); if (!isPrefab && targetScript.gameObject.activeInHierarchy) { showButtons = EditorGUILayout.Foldout(showButtons, "Quick Actions", boldFoldout); EditorGUI.indentLevel++; if (showButtons) { if (GUILayout.Button("Get Wheel Dimensions")) { foreach (Wheel curTarget in allTargets) { curTarget.GetWheelDimensions(radiusMargin, widthMargin); } } EditorGUI.indentLevel++; radiusMargin = EditorGUILayout.FloatField("Radius Margin", radiusMargin); widthMargin = EditorGUILayout.FloatField("Width Margin", widthMargin); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } if (GUI.changed) { EditorUtility.SetDirty(targetScript); } } } } #endif ================================================ FILE: Assets/Scripts/Editors/WheelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 823a9696c73af0b4f824943194bfc9aa timeCreated: 1444767806 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Editors.meta ================================================ fileFormatVersion: 2 guid: 3a05823c4caa3194eb52d60f0586b42f folderAsset: yes timeCreated: 1444587032 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Effects/LightController.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Effects/Light Controller", 2)] // Class for controlling vehicle lights public class LightController : MonoBehaviour { VehicleParent vp; public bool headlightsOn; public bool highBeams; public bool brakelightsOn; public bool rightBlinkersOn; public bool leftBlinkersOn; public float blinkerInterval = 0.3f; bool blinkerIntervalOn; float blinkerSwitchTime; public bool reverseLightsOn; public Transmission transmission; GearboxTransmission gearTrans; ContinuousTransmission conTrans; public VehicleLight[] headlights; public VehicleLight[] brakeLights; public VehicleLight[] RightBlinkers; public VehicleLight[] LeftBlinkers; public VehicleLight[] ReverseLights; void Start() { vp = GetComponent(); // Get transmission for using reverse lights if (transmission) { if (transmission is GearboxTransmission) { gearTrans = transmission as GearboxTransmission; } else if (transmission is ContinuousTransmission) { conTrans = transmission as ContinuousTransmission; } } } void Update() { // Activate blinkers if (leftBlinkersOn || rightBlinkersOn) { if (blinkerSwitchTime == 0) { blinkerIntervalOn = !blinkerIntervalOn; blinkerSwitchTime = blinkerInterval; } else { blinkerSwitchTime = Mathf.Max(0, blinkerSwitchTime - Time.deltaTime); } } else { blinkerIntervalOn = false; blinkerSwitchTime = 0; } // Activate reverse lights if (gearTrans) { reverseLightsOn = gearTrans.curGearRatio < 0; } else if (conTrans) { reverseLightsOn = conTrans.reversing; } // Activate brake lights if (vp.accelAxisIsBrake) { brakelightsOn = vp.accelInput != 0 && Mathf.Sign(vp.accelInput) != Mathf.Sign(vp.localVelocity.z) && Mathf.Abs(vp.localVelocity.z) > 1; } else { if (!vp.brakeIsReverse) { brakelightsOn = (vp.burnout > 0 && vp.brakeInput > 0) || vp.brakeInput > 0; } else { brakelightsOn = (vp.burnout > 0 && vp.brakeInput > 0) || ((vp.brakeInput > 0 && vp.localVelocity.z > 1) || (vp.accelInput > 0 && vp.localVelocity.z < -1)); } } SetLights(headlights, highBeams, headlightsOn); SetLights(brakeLights, headlightsOn || highBeams, brakelightsOn); SetLights(RightBlinkers, rightBlinkersOn && blinkerIntervalOn); SetLights(LeftBlinkers, leftBlinkersOn && blinkerIntervalOn); SetLights(ReverseLights, reverseLightsOn); } // Set if lights are on or off based on the condition void SetLights(VehicleLight[] lights, bool condition) { foreach (VehicleLight curLight in lights) { curLight.on = condition; } } // Set if lights are on or off based on the first condition, and half on based on the second condition (see halfOn tooltip in VehicleLight) void SetLights(VehicleLight[] lights, bool condition, bool halfCondition) { foreach (VehicleLight curLight in lights) { curLight.on = condition; curLight.halfOn = halfCondition; } } } } ================================================ FILE: Assets/Scripts/Effects/LightController.cs.meta ================================================ fileFormatVersion: 2 guid: 41215ca143be82d4c893999d432a5f9f timeCreated: 1432079517 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Effects/TireMarkCreate.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Wheel))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Effects/Tire Mark Creator", 0)] // Class for creating tire marks public class TireMarkCreate : MonoBehaviour { Transform tr; Wheel w; Mesh mesh; int[] tris; Vector3[] verts; Vector2[] uvs; Color[] colors; Vector3 leftPoint; Vector3 rightPoint; Vector3 leftPointPrev; Vector3 rightPointPrev; bool creatingMark; bool continueMark; // Continue making mark after current one ends GameObject curMark; // Current mark Transform curMarkTr; int curEdge; float gapDelay; // Gap between segments int curSurface = -1; // Current surface type int prevSurface = -1; // Previous surface type bool popped = false; bool poppedPrev = false; [Tooltip("How much the tire must slip before marks are created")] public float slipThreshold; float alwaysScrape; public bool calculateTangents = true; [Tooltip("Materials in array correspond to indices in surface types in GroundSurfaceMaster")] public Material[] tireMarkMaterials; [Tooltip("Materials in array correspond to indices in surface types in GroundSurfaceMaster")] public Material[] rimMarkMaterials; [Tooltip("Particles in array correspond to indices in surface types in GroundSurfaceMaster")] public ParticleSystem[] debrisParticles; public ParticleSystem sparks; float[] initialEmissionRates; ParticleSystem.MinMaxCurve zeroEmission = new ParticleSystem.MinMaxCurve(0); void Start() { tr = transform; w = GetComponent(); initialEmissionRates = new float[debrisParticles.Length + 1]; for (int i = 0; i < debrisParticles.Length; i++) { initialEmissionRates[i] = debrisParticles[i].emission.rateOverTime.constantMax; } if (sparks) { initialEmissionRates[debrisParticles.Length] = sparks.emission.rateOverTime.constantMax; } } void Update() { // Check for continuous marking if (w.grounded) { alwaysScrape = GroundSurfaceMaster.surfaceTypesStatic[w.contactPoint.surfaceType].alwaysScrape ? slipThreshold + Mathf.Min(0.5f, Mathf.Abs(w.rawRPM * 0.001f)) : 0; } else { alwaysScrape = 0; } // Create mark if (w.grounded && (Mathf.Abs(F.MaxAbs(w.sidewaysSlip, w.forwardSlip)) > slipThreshold || alwaysScrape > 0) && w.connected) { prevSurface = curSurface; curSurface = w.grounded ? w.contactPoint.surfaceType : -1; poppedPrev = popped; popped = w.popped; if (!creatingMark) { prevSurface = curSurface; StartMark(); } else if (curSurface != prevSurface || popped != poppedPrev) { EndMark(); } // Calculate segment points if (curMark) { Vector3 pointDir = Quaternion.AngleAxis(90, w.contactPoint.normal) * tr.right * (w.popped ? w.rimWidth : w.tireWidth); leftPoint = curMarkTr.InverseTransformPoint(w.contactPoint.point + pointDir * w.suspensionParent.flippedSideFactor * Mathf.Sign(w.rawRPM) + w.contactPoint.normal * GlobalControl.tireMarkHeightStatic); rightPoint = curMarkTr.InverseTransformPoint(w.contactPoint.point - pointDir * w.suspensionParent.flippedSideFactor * Mathf.Sign(w.rawRPM) + w.contactPoint.normal * GlobalControl.tireMarkHeightStatic); } } else if (creatingMark) { EndMark(); } // Update mark if it's short enough, otherwise end it if (curEdge < GlobalControl.tireMarkLengthStatic && creatingMark) { UpdateMark(); } else if (creatingMark) { EndMark(); } // Set particle emission rates ParticleSystem.EmissionModule em; for (int i = 0; i < debrisParticles.Length; i++) { if (w.connected) { if (i == w.contactPoint.surfaceType) { if (GroundSurfaceMaster.surfaceTypesStatic[w.contactPoint.surfaceType].leaveSparks && w.popped) { em = debrisParticles[i].emission; em.rateOverTime = zeroEmission; if (sparks) { em = sparks.emission; em.rateOverTime = new ParticleSystem.MinMaxCurve(initialEmissionRates[debrisParticles.Length] * Mathf.Clamp01(Mathf.Abs(F.MaxAbs(w.sidewaysSlip, w.forwardSlip, alwaysScrape)) - slipThreshold)); } } else { em = debrisParticles[i].emission; em.rateOverTime = new ParticleSystem.MinMaxCurve(initialEmissionRates[i] * Mathf.Clamp01(Mathf.Abs(F.MaxAbs(w.sidewaysSlip, w.forwardSlip, alwaysScrape)) - slipThreshold)); if (sparks) { em = sparks.emission; em.rateOverTime = zeroEmission; } } } else { em = debrisParticles[i].emission; em.rateOverTime = zeroEmission; } } else { em = debrisParticles[i].emission; em.rateOverTime = zeroEmission; if (sparks) { em = sparks.emission; em.rateOverTime = zeroEmission; } } } } // Start creating a mark void StartMark() { creatingMark = true; curMark = new GameObject("Tire Mark"); curMarkTr = curMark.transform; curMarkTr.parent = w.contactPoint.col.transform; curMark.AddComponent(); MeshRenderer tempRend = curMark.AddComponent(); // Set material based on whether the tire is popped if (w.popped) { tempRend.sharedMaterial = rimMarkMaterials[Mathf.Min(w.contactPoint.surfaceType, rimMarkMaterials.Length - 1)]; } else { tempRend.sharedMaterial = tireMarkMaterials[Mathf.Min(w.contactPoint.surfaceType, tireMarkMaterials.Length - 1)]; } tempRend.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; mesh = curMark.AddComponent().mesh; verts = new Vector3[GlobalControl.tireMarkLengthStatic * 2]; tris = new int[GlobalControl.tireMarkLengthStatic * 3]; if (continueMark) { verts[0] = leftPointPrev; verts[1] = rightPointPrev; tris[0] = 0; tris[1] = 3; tris[2] = 1; tris[3] = 0; tris[4] = 2; tris[5] = 3; } uvs = new Vector2[verts.Length]; uvs[0] = new Vector2(0, 0); uvs[1] = new Vector2(1, 0); uvs[2] = new Vector2(0, 1); uvs[3] = new Vector2(1, 1); colors = new Color[verts.Length]; colors[0].a = 0; colors[1].a = 0; curEdge = 2; gapDelay = GlobalControl.tireMarkGapStatic; } // Update mark currently being generated void UpdateMark() { if (gapDelay == 0) { float alpha = (curEdge < GlobalControl.tireMarkLengthStatic - 2 && curEdge > 5 ? 1 : 0) * Random.Range( Mathf.Clamp01(Mathf.Abs(F.MaxAbs(w.sidewaysSlip, w.forwardSlip, alwaysScrape)) - slipThreshold) * 0.9f, Mathf.Clamp01(Mathf.Abs(F.MaxAbs(w.sidewaysSlip, w.forwardSlip, alwaysScrape)) - slipThreshold)); gapDelay = GlobalControl.tireMarkGapStatic; curEdge += 2; verts[curEdge] = leftPoint; verts[curEdge + 1] = rightPoint; for (int i = curEdge + 2; i < verts.Length; i++) { verts[i] = Mathf.Approximately(i * 0.5f, Mathf.Round(i * 0.5f)) ? leftPoint : rightPoint; colors[i].a = 0; } tris[curEdge * 3 - 3] = curEdge; tris[curEdge * 3 - 2] = curEdge + 3; tris[curEdge * 3 - 1] = curEdge + 1; tris[Mathf.Min(curEdge * 3, tris.Length - 1)] = curEdge; tris[Mathf.Min(curEdge * 3 + 1, tris.Length - 1)] = curEdge + 2; tris[Mathf.Min(curEdge * 3 + 2, tris.Length - 1)] = curEdge + 3; uvs[curEdge] = new Vector2(0, curEdge * 0.5f); uvs[curEdge + 1] = new Vector2(1, curEdge * 0.5f); colors[curEdge] = new Color(1, 1, 1, alpha); colors[curEdge + 1] = colors[curEdge]; mesh.vertices = verts; mesh.triangles = tris; mesh.uv = uvs; mesh.colors = colors; mesh.RecalculateBounds(); mesh.RecalculateNormals(); } else { gapDelay = Mathf.Max(0, gapDelay - Time.deltaTime); verts[curEdge] = leftPoint; verts[curEdge + 1] = rightPoint; for (int i = curEdge + 2; i < verts.Length; i++) { verts[i] = Mathf.Approximately(i * 0.5f, Mathf.Round(i * 0.5f)) ? leftPoint : rightPoint; colors[i].a = 0; } mesh.vertices = verts; mesh.RecalculateBounds(); } if (calculateTangents) { mesh.RecalculateTangents(); } } // Stop making mark void EndMark() { creatingMark = false; leftPointPrev = verts[Mathf.RoundToInt(verts.Length * 0.5f)]; rightPointPrev = verts[Mathf.RoundToInt(verts.Length * 0.5f + 1)]; continueMark = w.grounded; curMark.GetComponent().fadeTime = GlobalControl.tireFadeTimeStatic; curMark.GetComponent().mesh = mesh; curMark.GetComponent().colors = colors; curMark = null; curMarkTr = null; mesh = null; } // Clean up mark if destroyed while creating void OnDestroy() { if (creatingMark && curMark) { EndMark(); } else if (mesh != null) { Destroy(mesh); } } } // Class for tire mark instances public class TireMark : MonoBehaviour { [System.NonSerialized] public float fadeTime = -1; bool fading; float alpha = 1; [System.NonSerialized] public Mesh mesh; [System.NonSerialized] public Color[] colors; // Fade the tire mark and then destroy it void Update() { if (fading) { if (alpha <= 0) { Destroy(mesh); Destroy(gameObject); } else { alpha -= Time.deltaTime; for (int i = 0; i < colors.Length; i++) { colors[i].a -= Time.deltaTime; } mesh.colors = colors; } } else { if (fadeTime > 0) { fadeTime = Mathf.Max(0, fadeTime - Time.deltaTime); } else if (fadeTime == 0) { fading = true; } } } } } ================================================ FILE: Assets/Scripts/Effects/TireMarkCreate.cs.meta ================================================ fileFormatVersion: 2 guid: aa37c8e43a21b6a4b9de225076d22143 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Effects/TireScreech.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(AudioSource))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Effects/Tire Screech Audio", 1)] // Class for playing tire screech sounds public class TireScreech : MonoBehaviour { AudioSource snd; VehicleParent vp; Wheel[] wheels; float slipThreshold; GroundSurface surfaceType; void Start() { snd = GetComponent(); vp = transform.GetTopmostParentComponent(); wheels = new Wheel[vp.wheels.Length]; // Get wheels and average slip threshold for (int i = 0; i < vp.wheels.Length; i++) { wheels[i] = vp.wheels[i]; if (vp.wheels[i].GetComponent()) { float newThreshold = vp.wheels[i].GetComponent().slipThreshold; slipThreshold = i == 0 ? newThreshold : (slipThreshold + newThreshold) * 0.5f; } } } void Update() { float screechAmount = 0; bool allPopped = true; bool nonePopped = true; float alwaysScrape = 0; for (int i = 0; i < vp.wheels.Length; i++) { if (wheels[i].connected) { if (Mathf.Abs(F.MaxAbs(wheels[i].sidewaysSlip, wheels[i].forwardSlip, alwaysScrape)) - slipThreshold > 0) { if (wheels[i].popped) { nonePopped = false; } else { allPopped = false; } } if (wheels[i].grounded) { surfaceType = GroundSurfaceMaster.surfaceTypesStatic[wheels[i].contactPoint.surfaceType]; if (surfaceType.alwaysScrape) { alwaysScrape = slipThreshold + Mathf.Min(0.5f, Mathf.Abs(wheels[i].rawRPM * 0.001f)); } } screechAmount = Mathf.Max(screechAmount, Mathf.Pow(Mathf.Clamp01(Mathf.Abs(F.MaxAbs(wheels[i].sidewaysSlip, wheels[i].forwardSlip, alwaysScrape)) - slipThreshold), 2)); } } // Set audio clip based on number of wheels popped if (surfaceType != null) { snd.clip = allPopped ? surfaceType.rimSnd : (nonePopped ? surfaceType.tireSnd : surfaceType.tireRimSnd); } // Set sound volume and pitch if (screechAmount > 0) { if (!snd.isPlaying) { snd.Play(); snd.volume = 0; } else { snd.volume = Mathf.Lerp(snd.volume, screechAmount * ((vp.groundedWheels * 1.0f) / (wheels.Length * 1.0f)), 2 * Time.deltaTime); snd.pitch = Mathf.Lerp(snd.pitch, 0.5f + screechAmount * 0.9f, 2 * Time.deltaTime); } } else if (snd.isPlaying) { snd.volume = 0; snd.Stop(); } } } } ================================================ FILE: Assets/Scripts/Effects/TireScreech.cs.meta ================================================ fileFormatVersion: 2 guid: fa21782954bb0f048bdc8f34cba97945 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Effects/VehicleLight.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Effects/Vehicle Light", 3)] // Class for individual vehicle lights public class VehicleLight : MonoBehaviour { Renderer rend; ShatterPart shatter; public bool on; [Tooltip("Example: a brake light would be half on when the night lights are on, and fully on when the brakes are pressed")] public bool halfOn; public Light targetLight; [Tooltip("A light shared with another vehicle light, will turn off if one of the lights break, then the unbroken light will turn on its target light")] public Light sharedLight; [Tooltip("Vehicle light that the shared light is shared with")] public VehicleLight sharer; public Material onMaterial; Material offMaterial; [System.NonSerialized] public bool shattered; void Start() { rend = GetComponent(); if (rend) { offMaterial = rend.sharedMaterial; } shatter = GetComponent(); } void Update() { if (shatter) { shattered = shatter.shattered; } // Configure shared light if (sharedLight && sharer) { sharedLight.enabled = on && sharer.on && !shattered && !sharer.shattered; } // Configure target light if (targetLight) { if (sharedLight && sharer) { targetLight.enabled = !shattered && on && !sharedLight.enabled; } } // Shatter logic if (rend) { if (shattered) { if (shatter.brokenMaterial) { rend.sharedMaterial = shatter.brokenMaterial; } else { rend.sharedMaterial = on || halfOn ? onMaterial : offMaterial; } } else { rend.sharedMaterial = on || halfOn ? onMaterial : offMaterial; } } } } } ================================================ FILE: Assets/Scripts/Effects/VehicleLight.cs.meta ================================================ fileFormatVersion: 2 guid: 3cd23f5938333874697dba7612e537ff timeCreated: 1432076867 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Effects.meta ================================================ fileFormatVersion: 2 guid: e439b8da0a3682a478c4fe0202c18af7 folderAsset: yes timeCreated: 1482956220 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Ground/GroundSurfaceInstance.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Collider))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Ground Surface/Ground Surface Instance", 1)] // Class for instances of surface types public class GroundSurfaceInstance : MonoBehaviour { [Tooltip("Which surface type to use from the GroundSurfaceMaster list of surface types")] public int surfaceType; [System.NonSerialized] public float friction; void Start() { // Set friction if (GroundSurfaceMaster.surfaceTypesStatic[surfaceType].useColliderFriction) { PhysicMaterial sharedMat = GetComponent().sharedMaterial; friction = sharedMat != null ? sharedMat.dynamicFriction * 2 : 1.0f; } else { friction = GroundSurfaceMaster.surfaceTypesStatic[surfaceType].friction; } } } } ================================================ FILE: Assets/Scripts/Ground/GroundSurfaceInstance.cs.meta ================================================ fileFormatVersion: 2 guid: 1a913f46a2393e24a8d0a5a11cb76d54 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Ground/GroundSurfaceMaster.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Ground Surface/Ground Surface Master", 0)] // Class managing surface types public class GroundSurfaceMaster : MonoBehaviour { public GroundSurface[] surfaceTypes; public static GroundSurface[] surfaceTypesStatic; void Start() { surfaceTypesStatic = surfaceTypes; } } // Class for individual surface types [System.Serializable] public class GroundSurface { public string name = "Surface"; public bool useColliderFriction; public float friction; [Tooltip("Always leave tire marks")] public bool alwaysScrape; [Tooltip("Rims leave sparks on this surface")] public bool leaveSparks; public AudioClip tireSnd; public AudioClip rimSnd; public AudioClip tireRimSnd; } } ================================================ FILE: Assets/Scripts/Ground/GroundSurfaceMaster.cs.meta ================================================ fileFormatVersion: 2 guid: 635668a11dc567f40b1ff37f41e54796 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -180 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Ground/TerrainSurface.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Terrain))] [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("RVP/Ground Surface/Terrain Surface", 2)] // Class for associating terrain textures with ground surface types public class TerrainSurface : MonoBehaviour { Transform tr; TerrainData terDat; float[,,] terrainAlphamap; public int[] surfaceTypes = new int[0]; [System.NonSerialized] public float[] frictions; void Start() { tr = transform; if (GetComponent().terrainData) { terDat = GetComponent().terrainData; // Set frictions for each surface type if (Application.isPlaying) { UpdateAlphamaps(); frictions = new float[surfaceTypes.Length]; for (int i = 0; i < frictions.Length; i++) { if (GroundSurfaceMaster.surfaceTypesStatic[surfaceTypes[i]].useColliderFriction) { PhysicMaterial sharedMat = GetComponent().sharedMaterial; frictions[i] = sharedMat != null ? sharedMat.dynamicFriction * 2 : 1.0f; } else { frictions[i] = GroundSurfaceMaster.surfaceTypesStatic[surfaceTypes[i]].friction; } } } } } void Update() { if (!Application.isPlaying) { if (terDat) { if (surfaceTypes.Length != terDat.terrainLayers.Length) { ChangeSurfaceTypesLength(); } } } } // Updates the terrain alphamaps public void UpdateAlphamaps() { terrainAlphamap = terDat.GetAlphamaps(0, 0, terDat.alphamapWidth, terDat.alphamapHeight); } // Calculate the number of surface types based on the terrain layers void ChangeSurfaceTypesLength() { int[] tempVals = surfaceTypes; surfaceTypes = new int[terDat.terrainLayers.Length]; for (int i = 0; i < surfaceTypes.Length; i++) { if (i >= tempVals.Length) { break; } else { surfaceTypes[i] = tempVals[i]; } } } // Returns index of dominant surface type at point on terrain, relative to surface types array in GroundSurfaceMaster public int GetDominantSurfaceTypeAtPoint(Vector3 pos) { if (surfaceTypes.Length == 0) { return 0; } Vector2 coord = new Vector2(Mathf.Clamp01((pos.z - tr.position.z) / terDat.size.z), Mathf.Clamp01((pos.x - tr.position.x) / terDat.size.x)); float maxVal = 0; int maxIndex = 0; float curVal = 0; for (int i = 0; i < terrainAlphamap.GetLength(2); i++) { curVal = terrainAlphamap[Mathf.FloorToInt(coord.x * (terDat.alphamapWidth - 1)), Mathf.FloorToInt(coord.y * (terDat.alphamapHeight - 1)), i]; if (curVal > maxVal) { maxVal = curVal; maxIndex = i; } } return surfaceTypes[maxIndex]; } // Gets the friction of the indicated surface type public float GetFriction(int sType) { float returnedFriction = 1; for (int i = 0; i < surfaceTypes.Length; i++) { if (sType == surfaceTypes[i]) { returnedFriction = frictions[i]; break; } } return returnedFriction; } } } ================================================ FILE: Assets/Scripts/Ground/TerrainSurface.cs.meta ================================================ fileFormatVersion: 2 guid: b9d0fd5d3d0022247b7aacc11fbf6689 timeCreated: 1443473121 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Ground.meta ================================================ fileFormatVersion: 2 guid: 2fad6fb391d5b5449a3fd21801512b33 folderAsset: yes timeCreated: 1482955771 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Hover/HoverMotor.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Hover/Hover Motor", 0)] // Motor subclass for hovering vehicles public class HoverMotor : Motor { [Header("Performance")] [Tooltip("Curve which calculates the driving force based on the speed of the vehicle, x-axis = speed, y-axis = force")] public AnimationCurve forceCurve = AnimationCurve.EaseInOut(0, 1, 50, 0); public HoverWheel[] wheels; public override void FixedUpdate() { base.FixedUpdate(); // Get proper input float actualAccel = vp.brakeIsReverse ? vp.accelInput - vp.brakeInput : vp.accelInput; actualInput = inputCurve.Evaluate(Mathf.Abs(actualAccel)) * Mathf.Sign(actualAccel); // Set hover wheel speeds and forces foreach (HoverWheel curWheel in wheels) { if (ignition) { float boostEval = boostPowerCurve.Evaluate(Mathf.Abs(vp.localVelocity.z)); curWheel.targetSpeed = actualInput * forceCurve.keys[forceCurve.keys.Length - 1].time * (boosting ? 1 + boostEval : 1); curWheel.targetForce = Mathf.Abs(actualInput) * forceCurve.Evaluate(Mathf.Abs(vp.localVelocity.z) - (boosting ? boostEval : 0)) * power * (boosting ? 1 + boostEval : 1) * health; } else { curWheel.targetSpeed = 0; curWheel.targetForce = 0; } curWheel.doFloat = ignition && health > 0; } } public override void Update() { // Set engine pitch if (snd && ignition) { targetPitch = Mathf.Max(Mathf.Abs(actualInput), Mathf.Abs(vp.steerInput) * 0.5f) * (1 - forceCurve.Evaluate(Mathf.Abs(vp.localVelocity.z))); } base.Update(); } } } ================================================ FILE: Assets/Scripts/Hover/HoverMotor.cs.meta ================================================ fileFormatVersion: 2 guid: 458dda5154ccc8040863a96f6af0e022 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -80 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Hover/HoverSteer.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Hover/Hover Steer", 2)] // Class for steering hover vehicles public class HoverSteer : MonoBehaviour { Transform tr; VehicleParent vp; public float steerRate = 1; float steerAmount; [Tooltip("Curve for limiting steer range based on speed, x-axis = speed, y-axis = multiplier")] public AnimationCurve steerCurve = AnimationCurve.Linear(0, 1, 30, 0.1f); [Tooltip("Horizontal stretch of the steer curve")] public float steerCurveStretch = 1; public HoverWheel[] steeredWheels; [Header("Visual")] public bool rotate; public float maxDegreesRotation; public float rotationOffset; float steerRot; void Start() { tr = transform; vp = tr.GetTopmostParentComponent(); } void FixedUpdate() { // Set steering of hover wheels float rbSpeed = vp.localVelocity.z / steerCurveStretch; float steerLimit = steerCurve.Evaluate(Mathf.Abs(rbSpeed)); steerAmount = vp.steerInput * steerLimit; foreach (HoverWheel curWheel in steeredWheels) { curWheel.steerRate = steerAmount * steerRate; } } void Update() { // Set visual rotation if (rotate) { steerRot = Mathf.Lerp(steerRot, steerAmount * maxDegreesRotation + rotationOffset, steerRate * 0.1f * Time.timeScale); tr.localEulerAngles = new Vector3(tr.localEulerAngles.x, tr.localEulerAngles.y, steerRot); } } } } ================================================ FILE: Assets/Scripts/Hover/HoverSteer.cs.meta ================================================ fileFormatVersion: 2 guid: 188dd0581b46bdb459ed65d40a078b72 timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -110 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Hover/HoverWheel.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Hover/Hover Wheel", 1)] // Class for hover vehicle wheels public class HoverWheel : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; [System.NonSerialized] public HoverContact contactPoint = new HoverContact(); // Contact points of the wheels [System.NonSerialized] public bool getContact = true; // Should the wheel try to get contact info? [System.NonSerialized] public bool grounded; public float hoverDistance; [Tooltip("If the distance to the ground is less than this, extra hovering force will be applied based on the buffer float force")] public float bufferDistance; Vector3 upDir; // Local up direction [System.NonSerialized] public bool doFloat; // Is the wheel turned on? public float floatForce = 1; public float bufferFloatForce = 2; [Tooltip("Strength of the suspension depending on how compressed it is, x-axis = compression, y-axis = force")] public AnimationCurve floatForceCurve = AnimationCurve.Linear(0, 0, 1, 1); public float floatExponent = 1; public float floatDampening; float compression; // How compressed the suspension is [System.NonSerialized] public float targetSpeed; [System.NonSerialized] public float targetForce; float flippedSideFactor; // Multiplier for inverting the forces on opposite sides public float brakeForce = 1; public float ebrakeForce = 2; [System.NonSerialized] public float steerRate; [Tooltip("How much the wheel steers")] public float steerFactor; public float sideFriction; [Header("Visual Wheel")] public Transform visualWheel; public float visualTiltRate = 10; public float visualTiltAmount = 0.5f; GameObject detachedWheel; MeshCollider detachedCol; Rigidbody detachedBody; MeshFilter detachFilter; [Header("Damage")] public float detachForce = Mathf.Infinity; public float mass = 0.05f; [System.NonSerialized] public bool connected = true; [System.NonSerialized] public bool canDetach; public Mesh wheelMeshLoose; // Mesh for detached wheel collider public PhysicMaterial detachedWheelMaterial; void Start() { tr = transform; rb = tr.GetTopmostParentComponent(); vp = tr.GetTopmostParentComponent(); flippedSideFactor = Vector3.Dot(tr.forward, vp.transform.right) < 0 ? 1 : -1; canDetach = detachForce < Mathf.Infinity && Application.isPlaying; bufferDistance = Mathf.Min(hoverDistance, bufferDistance); if (canDetach) { detachedWheel = new GameObject(vp.transform.name + "'s Detached Wheel"); detachedWheel.layer = LayerMask.NameToLayer("Detachable Part"); detachFilter = detachedWheel.AddComponent(); detachFilter.sharedMesh = visualWheel.GetComponent().sharedMesh; MeshRenderer detachRend = detachedWheel.AddComponent(); detachRend.sharedMaterial = visualWheel.GetComponent().sharedMaterial; detachedCol = detachedWheel.AddComponent(); detachedCol.convex = true; detachedBody = detachedWheel.AddComponent(); detachedBody.mass = mass; detachedWheel.SetActive(false); } } void Update() { // Tilt the visual wheel if (visualWheel && connected) { TiltWheel(); } } void FixedUpdate() { upDir = tr.up; // Get the contact point if (getContact) { GetWheelContact(); } else if (grounded) { contactPoint.point += rb.GetPointVelocity(tr.position) * Time.fixedDeltaTime; } compression = Mathf.Clamp01(contactPoint.distance / (hoverDistance)); // Apply float and driving forces if (grounded && doFloat && connected) { ApplyFloat(); ApplyFloatDrive(); } } // Get the contact point of the wheel void GetWheelContact() { RaycastHit hit = new RaycastHit(); Vector3 localVel = rb.GetPointVelocity(tr.position); RaycastHit[] wheelHits = Physics.RaycastAll(tr.position, -upDir, hoverDistance, GlobalControl.wheelCastMaskStatic); bool validHit = false; float hitDist = Mathf.Infinity; // Loop through contact points to get the closest one foreach (RaycastHit curHit in wheelHits) { if (!curHit.transform.IsChildOf(vp.tr) && curHit.distance < hitDist) { hit = curHit; hitDist = curHit.distance; validHit = true; } } // Set contact point variables if (validHit) { if (!hit.collider.transform.IsChildOf(vp.tr)) { grounded = true; contactPoint.distance = hit.distance; contactPoint.point = hit.point + localVel * Time.fixedDeltaTime; contactPoint.grounded = true; contactPoint.normal = hit.normal; contactPoint.relativeVelocity = tr.InverseTransformDirection(localVel); contactPoint.col = hit.collider; } } else { grounded = false; contactPoint.distance = hoverDistance; contactPoint.point = Vector3.zero; contactPoint.grounded = false; contactPoint.normal = upDir; contactPoint.relativeVelocity = Vector3.zero; contactPoint.col = null; } } // Make the vehicle hover void ApplyFloat() { if (grounded) { // Get velocity of ground to offset from local vertical velocity Vector3 groundVel = Vector3.zero; if (contactPoint.col.attachedRigidbody) { groundVel = contactPoint.col.attachedRigidbody.velocity; } // Get the vertical velocity of the wheel float travelVel = vp.norm.InverseTransformDirection(rb.GetPointVelocity(tr.position) - groundVel).z; rb.AddForceAtPosition(upDir * floatForce * (Mathf.Pow(floatForceCurve.Evaluate(1 - compression), Mathf.Max(1, floatExponent)) - floatDampening * Mathf.Clamp(travelVel, -1, 1)), tr.position, vp.suspensionForceMode); if (contactPoint.distance < bufferDistance) { rb.AddForceAtPosition(-upDir * bufferFloatForce * floatForceCurve.Evaluate(contactPoint.distance / bufferDistance) * Mathf.Clamp(travelVel, -1, 0), tr.position, vp.suspensionForceMode); } } } // Drive the vehicle void ApplyFloatDrive() { // Get proper brake force float actualBrake = (vp.localVelocity.z > 0 ? vp.brakeInput : Mathf.Clamp01(vp.accelInput)) * brakeForce + vp.ebrakeInput * ebrakeForce; rb.AddForceAtPosition( tr.TransformDirection( (Mathf.Clamp(targetSpeed, -1, 1) * targetForce - actualBrake * Mathf.Max(5, Mathf.Abs(contactPoint.relativeVelocity.x)) * Mathf.Sign(contactPoint.relativeVelocity.x) * flippedSideFactor) * flippedSideFactor, 0, -steerRate * steerFactor * flippedSideFactor - contactPoint.relativeVelocity.z * sideFriction) * (1 - compression), tr.position, vp.wheelForceMode); } // Tilt the visual wheel void TiltWheel() { float sideTilt = Mathf.Clamp(-steerRate * steerFactor * flippedSideFactor - Mathf.Clamp(contactPoint.relativeVelocity.z * 0.1f, -1, 1) * sideFriction, -1, 1); float actualBrake = (vp.localVelocity.z > 0 ? vp.brakeInput : Mathf.Clamp01(vp.accelInput)) * brakeForce + vp.ebrakeInput * ebrakeForce; float forwardTilt = Mathf.Clamp((Mathf.Clamp(targetSpeed, -1, 1) * targetForce - actualBrake * Mathf.Clamp(contactPoint.relativeVelocity.x * 0.1f, -1, 1) * flippedSideFactor) * flippedSideFactor, -1, 1); visualWheel.localRotation = Quaternion.Lerp(visualWheel.localRotation, Quaternion.LookRotation(new Vector3(-forwardTilt * visualTiltAmount, -1 + Mathf.Abs(F.MaxAbs(sideTilt, forwardTilt)) * visualTiltAmount, -sideTilt * visualTiltAmount).normalized, Vector3.forward), visualTiltRate * Time.deltaTime); } // Detach the wheel from the vehicle public void Detach() { if (connected && canDetach) { connected = false; detachedWheel.SetActive(true); detachedWheel.transform.position = visualWheel.position; detachedWheel.transform.rotation = visualWheel.rotation; detachedCol.sharedMaterial = detachedWheelMaterial; detachedCol.sharedMesh = wheelMeshLoose ? wheelMeshLoose : detachFilter.sharedMesh; rb.mass -= mass; detachedBody.velocity = rb.GetPointVelocity(visualWheel.position); detachedBody.angularVelocity = rb.angularVelocity; visualWheel.gameObject.SetActive(false); } } // Reattach the wheel to the vehicle if detached public void Reattach() { if (!connected) { connected = true; detachedWheel.SetActive(false); rb.mass += mass; visualWheel.gameObject.SetActive(true); } } void OnDrawGizmosSelected() { tr = transform; // Draw a ray to show the distance of the "suspension" Gizmos.color = Color.white; Gizmos.DrawRay(tr.position, -tr.up * hoverDistance); Gizmos.color = Color.red; Gizmos.DrawRay(tr.position, -tr.up * bufferDistance); } // Destroy detached wheel void OnDestroy() { if (detachedWheel) { Destroy(detachedWheel); } } } // Class for the contact point public class HoverContact { public bool grounded; // Is it grounded? public Collider col; // Collider of the contact point public Vector3 point; // Position of the contact point public Vector3 normal; // Normal of the contact point public Vector3 relativeVelocity; // Velocity of the wheel relative to the contact point public float distance; // Distance from the wheel to the contact point } } ================================================ FILE: Assets/Scripts/Hover/HoverWheel.cs.meta ================================================ fileFormatVersion: 2 guid: 0ef827b0efe869644a7675870566d431 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -20 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Hover.meta ================================================ fileFormatVersion: 2 guid: 80ba94c4835a8d4409f71e3724e47c99 folderAsset: yes timeCreated: 1482956199 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Input/BasicInput.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Input/Basic Input", 0)] // Class for setting the input with the input manager public class BasicInput : MonoBehaviour { VehicleParent vp; public string accelAxis; public string brakeAxis; public string steerAxis; public string ebrakeAxis; public string boostButton; public string upshiftButton; public string downshiftButton; public string pitchAxis; public string yawAxis; public string rollAxis; void Start() { vp = GetComponent(); } void Update() { // Get single-frame input presses if (!string.IsNullOrEmpty(upshiftButton)) { if (Input.GetButtonDown(upshiftButton)) { vp.PressUpshift(); } } if (!string.IsNullOrEmpty(downshiftButton)) { if (Input.GetButtonDown(downshiftButton)) { vp.PressDownshift(); } } } void FixedUpdate() { // Get constant inputs if (!string.IsNullOrEmpty(accelAxis)) { vp.SetAccel(Input.GetAxis(accelAxis)); } if (!string.IsNullOrEmpty(brakeAxis)) { vp.SetBrake(Input.GetAxis(brakeAxis)); } if (!string.IsNullOrEmpty(steerAxis)) { vp.SetSteer(Input.GetAxis(steerAxis)); } if (!string.IsNullOrEmpty(ebrakeAxis)) { vp.SetEbrake(Input.GetAxis(ebrakeAxis)); } if (!string.IsNullOrEmpty(boostButton)) { vp.SetBoost(Input.GetButton(boostButton)); } if (!string.IsNullOrEmpty(pitchAxis)) { vp.SetPitch(Input.GetAxis(pitchAxis)); } if (!string.IsNullOrEmpty(yawAxis)) { vp.SetYaw(Input.GetAxis(yawAxis)); } if (!string.IsNullOrEmpty(rollAxis)) { vp.SetRoll(Input.GetAxis(rollAxis)); } if (!string.IsNullOrEmpty(upshiftButton)) { vp.SetUpshift(Input.GetAxis(upshiftButton)); } if (!string.IsNullOrEmpty(downshiftButton)) { vp.SetDownshift(Input.GetAxis(downshiftButton)); } } } } ================================================ FILE: Assets/Scripts/Input/BasicInput.cs.meta ================================================ fileFormatVersion: 2 guid: bf92e57a9edd9af4caa9b9985e3a1453 timeCreated: 1422829220 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -160 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Input/MobileInput.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Input/Mobile Input Setter", 1)] // Class for setting mobile input public class MobileInput : MonoBehaviour { // Orientation the screen is locked at public ScreenOrientation screenRot = ScreenOrientation.LandscapeLeft; [System.NonSerialized] public float accel; [System.NonSerialized] public float brake; [System.NonSerialized] public float steer; [System.NonSerialized] public float ebrake; [System.NonSerialized] public bool boost; // Set screen orientation void Start() { Screen.autorotateToPortrait = screenRot == ScreenOrientation.Portrait || screenRot == ScreenOrientation.AutoRotation; Screen.autorotateToPortraitUpsideDown = screenRot == ScreenOrientation.PortraitUpsideDown || screenRot == ScreenOrientation.AutoRotation; Screen.autorotateToLandscapeRight = screenRot == ScreenOrientation.LandscapeRight || screenRot == ScreenOrientation.Landscape || screenRot == ScreenOrientation.AutoRotation; Screen.autorotateToLandscapeLeft = screenRot == ScreenOrientation.LandscapeLeft || screenRot == ScreenOrientation.Landscape || screenRot == ScreenOrientation.AutoRotation; Screen.orientation = screenRot; } // Input setting functions that can be linked to buttons public void SetAccel(float f) { accel = Mathf.Clamp01(f); } public void SetBrake(float f) { brake = Mathf.Clamp01(f); } public void SetSteer(float f) { steer = Mathf.Clamp(f, -1, 1); } public void SetEbrake(float f) { ebrake = Mathf.Clamp01(f); } public void SetBoost(bool b) { boost = b; } } } ================================================ FILE: Assets/Scripts/Input/MobileInput.cs.meta ================================================ fileFormatVersion: 2 guid: 1d068e7f9da63a54aaa284027dd960d5 timeCreated: 1428634074 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -159 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Input/MobileInputGet.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Input/Mobile Input Getter", 2)] // Class for getting mobile input public class MobileInputGet : MonoBehaviour { VehicleParent vp; MobileInput setter; public float steerFactor = 1; public float flipFactor = 1; public bool useAccelerometer = true; [Tooltip("Multiplier for input addition based on rate of change of input")] public float deltaFactor = 10; Vector3 accelerationPrev; Vector3 accelerationDelta; void Start() { vp = GetComponent(); setter = FindObjectOfType(); } void FixedUpdate() { if (setter) { accelerationDelta = Input.acceleration - accelerationPrev; accelerationPrev = Input.acceleration; vp.SetAccel(setter.accel); vp.SetBrake(setter.brake); vp.SetEbrake(setter.ebrake); vp.SetBoost(setter.boost); if (useAccelerometer) { // Accelerometer input vp.SetSteer((Input.acceleration.x + accelerationDelta.x * deltaFactor) * steerFactor); vp.SetYaw(Input.acceleration.x * flipFactor); vp.SetPitch(-Input.acceleration.z * flipFactor); } else { vp.SetSteer(setter.steer); } } } } } ================================================ FILE: Assets/Scripts/Input/MobileInputGet.cs.meta ================================================ fileFormatVersion: 2 guid: 8332f73468ad2e64bb77db01103ccc6b timeCreated: 1428634074 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -157 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Input.meta ================================================ fileFormatVersion: 2 guid: 75945d54ef0fa3c4da19412b1c8adf3a folderAsset: yes timeCreated: 1482955973 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Scene/GlobalControl.cs ================================================ using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Scene Controllers/Global Control", 0)] // Global controller class public class GlobalControl : MonoBehaviour { [Tooltip("Reload the scene with the 'Restart' button in the input manager")] public bool quickRestart = true; float initialFixedTime; [Tooltip("Mask for what the wheels collide with")] public LayerMask wheelCastMask; public static LayerMask wheelCastMaskStatic; [Tooltip("Mask for objects which vehicles check against if they are rolled over")] public LayerMask groundMask; public static LayerMask groundMaskStatic; [Tooltip("Mask for objects that cause damage to vehicles")] public LayerMask damageMask; public static LayerMask damageMaskStatic; public static int ignoreWheelCastLayer; [Tooltip("Frictionless physic material")] public PhysicMaterial frictionlessMat; public static PhysicMaterial frictionlessMatStatic; public static Vector3 worldUpDir; // Global up direction, opposite of normalized gravity direction [Tooltip("Maximum segments per tire mark")] public int tireMarkLength; public static int tireMarkLengthStatic; [Tooltip("Gap between tire mark segments")] public float tireMarkGap; public static float tireMarkGapStatic; [Tooltip("Tire mark height above ground")] public float tireMarkHeight; public static float tireMarkHeightStatic; [Tooltip("Lifetime of tire marks")] public float tireFadeTime; public static float tireFadeTimeStatic; void Start() { initialFixedTime = Time.fixedDeltaTime; // Set static variables wheelCastMaskStatic = wheelCastMask; groundMaskStatic = groundMask; damageMaskStatic = damageMask; ignoreWheelCastLayer = LayerMask.NameToLayer("Ignore Wheel Cast"); frictionlessMatStatic = frictionlessMat; tireMarkLengthStatic = Mathf.Max(tireMarkLength, 2); tireMarkGapStatic = tireMarkGap; tireMarkHeightStatic = tireMarkHeight; tireFadeTimeStatic = tireFadeTime; } void Update() { // Quickly restart scene with a button press if (quickRestart) { if (Input.GetButtonDown("Restart")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); Time.timeScale = 1; Time.fixedDeltaTime = initialFixedTime; } } } void FixedUpdate() { // Set global up direction worldUpDir = Physics.gravity.sqrMagnitude == 0 ? Vector3.up : -Physics.gravity.normalized; } } } ================================================ FILE: Assets/Scripts/Scene/GlobalControl.cs.meta ================================================ fileFormatVersion: 2 guid: ae7345b3e32a5414c8841c266e581ffc timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -190 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Scene/TimeMaster.cs ================================================ using UnityEngine; using System.Collections; using UnityEngine.Audio; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Scene Controllers/Time Master", 1)] // Class for managing time public class TimeMaster : MonoBehaviour { float initialFixedTime; // Intial Time.fixedDeltaTime [Tooltip("Master audio mixer")] public AudioMixer masterMixer; public bool destroyOnLoad; public static float fixedTimeFactor; // Multiplier for certain variables to change consistently over varying time steps public static float inverseFixedTimeFactor; void Awake() { initialFixedTime = Time.fixedDeltaTime; if (!destroyOnLoad) { DontDestroyOnLoad(gameObject); } } void Update() { // Set the pitch of all audio to the time scale if (masterMixer) { masterMixer.SetFloat("MasterPitch", Time.timeScale); } } void FixedUpdate() { // Set the fixed update rate based on time scale Time.fixedDeltaTime = Time.timeScale * initialFixedTime; fixedTimeFactor = 0.01f / initialFixedTime; inverseFixedTimeFactor = 1.0f / fixedTimeFactor; } } } ================================================ FILE: Assets/Scripts/Scene/TimeMaster.cs.meta ================================================ fileFormatVersion: 2 guid: 587cb99cc3614fb4e909de9548685eb2 timeCreated: 1422829355 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -200 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Scene.meta ================================================ fileFormatVersion: 2 guid: bd68c7c544d2ef5499aa9e608af4732b folderAsset: yes timeCreated: 1482955753 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Static/F.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { // Static class with extra functions public static class F { // Returns the number with the greatest absolute value public static float MaxAbs(params float[] nums) { float result = 0; for (int i = 0; i < nums.Length; i++) { if (Mathf.Abs(nums[i]) > Mathf.Abs(result)) { result = nums[i]; } } return result; } // Returns the topmost parent of a Transform with a certain component public static T GetTopmostParentComponent(this Transform tr) where T : Component { T getting = null; while (tr.parent != null) { if (tr.parent.GetComponent() != null) { getting = tr.parent.GetComponent(); } tr = tr.parent; } return getting; } #if UNITY_EDITOR // Returns whether the given object is part of a prefab (meant to be used with selected objects in the inspector) public static bool IsPrefab(Object componentOrGameObject) { return UnityEditor.Selection.assetGUIDs.Length > 0 && UnityEditor.PrefabUtility.GetPrefabAssetType(componentOrGameObject) != UnityEditor.PrefabAssetType.NotAPrefab && UnityEditor.PrefabUtility.GetPrefabAssetType(componentOrGameObject) != UnityEditor.PrefabAssetType.MissingAsset; } #endif } } ================================================ FILE: Assets/Scripts/Static/F.cs.meta ================================================ fileFormatVersion: 2 guid: 0f2a917112b253e4abfa9d8b1a2a5cf6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Static/GizmosExtra.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { // Static class with extra gizmo drawing functions public static class GizmosExtra { // Draws a wire cylinder like DrawWireCube and DrawWireSphere // pos = position, dir = direction of the caps, radius = radius, height = height or length public static void DrawWireCylinder(Vector3 pos, Vector3 dir, float radius, float height) { float halfHeight = height * 0.5f; Quaternion quat = Quaternion.LookRotation(dir, new Vector3(-dir.y, dir.x, 0)); Gizmos.DrawLine(pos + quat * new Vector3(radius, 0, halfHeight), pos + quat * new Vector3(radius, 0, -halfHeight)); Gizmos.DrawLine(pos + quat * new Vector3(-radius, 0, halfHeight), pos + quat * new Vector3(-radius, 0, -halfHeight)); Gizmos.DrawLine(pos + quat * new Vector3(0, radius, halfHeight), pos + quat * new Vector3(0, radius, -halfHeight)); Gizmos.DrawLine(pos + quat * new Vector3(0, -radius, halfHeight), pos + quat * new Vector3(0, -radius, -halfHeight)); Vector3 circle0Point0; Vector3 circle0Point1; Vector3 circle1Point0; Vector3 circle1Point1; for (float i = 0; i < 6.28f; i += 0.1f) { circle0Point0 = pos + quat * new Vector3(Mathf.Sin(i) * radius, Mathf.Cos(i) * radius, halfHeight); circle0Point1 = pos + quat * new Vector3(Mathf.Sin(i + 0.1f) * radius, Mathf.Cos(i + 0.1f) * radius, halfHeight); Gizmos.DrawLine(circle0Point0, circle0Point1); circle1Point0 = pos + quat * new Vector3(Mathf.Sin(i) * radius, Mathf.Cos(i) * radius, -halfHeight); circle1Point1 = pos + quat * new Vector3(Mathf.Sin(i + 0.1f) * radius, Mathf.Cos(i + 0.1f) * radius, -halfHeight); Gizmos.DrawLine(circle1Point0, circle1Point1); } } } } ================================================ FILE: Assets/Scripts/Static/GizmosExtra.cs.meta ================================================ fileFormatVersion: 2 guid: 0f189013b882cb4429e7df7ce53c923c timeCreated: 1422997980 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Static.meta ================================================ fileFormatVersion: 2 guid: 8499b66df8254ad42886713b41f29492 folderAsset: yes timeCreated: 1482955806 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Stunt/FlipControl.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Stunt/Flip Control", 2)] // Class for in-air rotation of vehicles public class FlipControl : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; public bool disableDuringCrash; public Vector3 flipPower; [Tooltip("Continue spinning if input is stopped")] public bool freeSpinFlip; [Tooltip("Stop spinning if input is stopped and vehicle is upright")] public bool stopFlip; [Tooltip("How quickly the vehicle will rotate upright in air")] public Vector3 rotationCorrection; Quaternion velDir; [Tooltip("Distance to check for ground for reference normal for rotation correction")] public float groundCheckDistance = 100; [Tooltip("Minimum dot product between ground normal and global up direction for rotation correction")] public float groundSteepnessLimit = 0.5f; [Tooltip("How quickly the vehicle will dive in the direction it's soaring")] public float diveFactor; void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); } void FixedUpdate() { if (vp.groundedWheels == 0 && (!vp.crashing || (vp.crashing && !disableDuringCrash))) { velDir = Quaternion.LookRotation(GlobalControl.worldUpDir, rb.velocity); if (flipPower != Vector3.zero) { ApplyFlip(); } if (stopFlip) { ApplyStopFlip(); } if (rotationCorrection != Vector3.zero) { ApplyRotationCorrection(); } if (diveFactor > 0) { Dive(); } } } // Apply flip forces void ApplyFlip() { Vector3 flipTorque; if (freeSpinFlip) { flipTorque = new Vector3( vp.pitchInput * flipPower.x, vp.yawInput * flipPower.y, vp.rollInput * flipPower.z ); } else { flipTorque = new Vector3( vp.pitchInput != 0 && Mathf.Abs(vp.localAngularVel.x) > 1 && System.Math.Sign(vp.pitchInput * Mathf.Sign(flipPower.x)) != System.Math.Sign(vp.localAngularVel.x) ? -vp.localAngularVel.x * Mathf.Abs(flipPower.x) : vp.pitchInput * flipPower.x - vp.localAngularVel.x * (1 - Mathf.Abs(vp.pitchInput)) * Mathf.Abs(flipPower.x), vp.yawInput != 0 && Mathf.Abs(vp.localAngularVel.y) > 1 && System.Math.Sign(vp.yawInput * Mathf.Sign(flipPower.y)) != System.Math.Sign(vp.localAngularVel.y) ? -vp.localAngularVel.y * Mathf.Abs(flipPower.y) : vp.yawInput * flipPower.y - vp.localAngularVel.y * (1 - Mathf.Abs(vp.yawInput)) * Mathf.Abs(flipPower.y), vp.rollInput != 0 && Mathf.Abs(vp.localAngularVel.z) > 1 && System.Math.Sign(vp.rollInput * Mathf.Sign(flipPower.z)) != System.Math.Sign(vp.localAngularVel.z) ? -vp.localAngularVel.z * Mathf.Abs(flipPower.z) : vp.rollInput * flipPower.z - vp.localAngularVel.z * (1 - Mathf.Abs(vp.rollInput)) * Mathf.Abs(flipPower.z) ); } rb.AddRelativeTorque(flipTorque, ForceMode.Acceleration); } // Counteract flipping with forces void ApplyStopFlip() { Vector3 stopFlipFactor = Vector3.zero; stopFlipFactor.x = vp.pitchInput * flipPower.x == 0 ? Mathf.Pow(Mathf.Clamp01(vp.upDot), Mathf.Clamp(10 - Mathf.Abs(vp.localAngularVel.x), 2, 10)) * 10 : 0; stopFlipFactor.y = vp.yawInput * flipPower.y == 0 && vp.sqrVelMag > 5 ? Mathf.Pow(Mathf.Clamp01(Vector3.Dot(vp.forwardDir, velDir * Vector3.up)), Mathf.Clamp(10 - Mathf.Abs(vp.localAngularVel.y), 2, 10)) * 10 : 0; stopFlipFactor.z = vp.rollInput * flipPower.z == 0 ? Mathf.Pow(Mathf.Clamp01(vp.upDot), Mathf.Clamp(10 - Mathf.Abs(vp.localAngularVel.z), 2, 10)) * 10 : 0; rb.AddRelativeTorque(new Vector3(-vp.localAngularVel.x * stopFlipFactor.x, -vp.localAngularVel.y * stopFlipFactor.y, -vp.localAngularVel.z * stopFlipFactor.z), ForceMode.Acceleration); } // Apply forces to align vehicle with normal of ground surface that it will land on void ApplyRotationCorrection() { float actualForwardDot = vp.forwardDot; float actualRightDot = vp.rightDot; float actualUpDot = vp.upDot; if (groundCheckDistance > 0) { RaycastHit groundHit; if (Physics.Raycast(tr.position, (-GlobalControl.worldUpDir + rb.velocity).normalized, out groundHit, groundCheckDistance, GlobalControl.groundMaskStatic)) { if (Vector3.Dot(groundHit.normal, GlobalControl.worldUpDir) >= groundSteepnessLimit) { actualForwardDot = Vector3.Dot(vp.forwardDir, groundHit.normal); actualRightDot = Vector3.Dot(vp.rightDir, groundHit.normal); actualUpDot = Vector3.Dot(vp.upDir, groundHit.normal); } } } rb.AddRelativeTorque(new Vector3( vp.pitchInput * flipPower.x == 0 ? actualForwardDot * (1 - Mathf.Abs(actualRightDot)) * rotationCorrection.x - vp.localAngularVel.x * Mathf.Pow(actualUpDot, 2) * 10 : 0, vp.yawInput * flipPower.y == 0 && vp.sqrVelMag > 10 ? Vector3.Dot(vp.forwardDir, velDir * Vector3.right) * Mathf.Abs(actualUpDot) * rotationCorrection.y - vp.localAngularVel.y * Mathf.Pow(actualUpDot, 2) * 10 : 0, vp.rollInput * flipPower.z == 0 ? -actualRightDot * (1 - Mathf.Abs(actualForwardDot)) * rotationCorrection.z - vp.localAngularVel.z * Mathf.Pow(actualUpDot, 2) * 10 : 0 ), ForceMode.Acceleration); } // Apply diving force void Dive() { rb.AddTorque(velDir * Vector3.left * Mathf.Clamp01(vp.velMag * 0.01f) * Mathf.Clamp01(vp.upDot) * diveFactor, ForceMode.Acceleration); } } } ================================================ FILE: Assets/Scripts/Stunt/FlipControl.cs.meta ================================================ fileFormatVersion: 2 guid: 87ae995ac5f60be41976cd12bd927962 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Stunt/StuntDetect.cs ================================================ using UnityEngine; using System.Collections; using System.Collections.Generic; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Stunt/Stunt Detector", 1)] // Class for detecting stunts public class StuntDetect : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; [System.NonSerialized] public float score; List stunts = new List(); List doneStunts = new List(); bool drifting; float driftDist; float driftScore; float endDriftTime; // Time during which drifting counts even if the vehicle is not actually drifting float jumpDist; float jumpTime; Vector3 jumpStart; public bool detectDrift = true; public bool detectJump = true; public bool detectFlips = true; string driftString; // String indicating drift distance string jumpString; // String indicating jump distance string flipString; // String indicating flips [System.NonSerialized] public string stuntString; // String containing all stunts public Motor engine; void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); } void FixedUpdate() { // Detect drifts if (detectDrift && !vp.crashing) { DetectDrift(); } else { drifting = false; driftDist = 0; driftScore = 0; driftString = ""; } // Detect jumps if (detectJump && !vp.crashing) { DetectJump(); } else { jumpTime = 0; jumpDist = 0; jumpString = ""; } // Detect flips if (detectFlips && !vp.crashing) { DetectFlips(); } else { stunts.Clear(); flipString = ""; } // Combine strings into final stunt string stuntString = vp.crashing ? "Crashed" : driftString + jumpString + (string.IsNullOrEmpty(flipString) || string.IsNullOrEmpty(jumpString) ? "" : " + ") + flipString; } // Logic for detecting and tracking drift void DetectDrift() { endDriftTime = vp.groundedWheels > 0 ? (Mathf.Abs(vp.localVelocity.x) > 5 ? StuntManager.driftConnectDelayStatic : Mathf.Max(0, endDriftTime - Time.timeScale * TimeMaster.inverseFixedTimeFactor)) : 0; drifting = endDriftTime > 0; if (drifting) { driftScore += (StuntManager.driftScoreRateStatic * Mathf.Abs(vp.localVelocity.x)) * Time.timeScale * TimeMaster.inverseFixedTimeFactor; driftDist += vp.velMag * Time.fixedDeltaTime; driftString = "Drift: " + driftDist.ToString("n0") + " m"; if (engine) { engine.boost += (StuntManager.driftBoostAddStatic * Mathf.Abs(vp.localVelocity.x)) * Time.timeScale * 0.0002f * TimeMaster.inverseFixedTimeFactor; } } else { score += driftScore; driftDist = 0; driftScore = 0; driftString = ""; } } // Logic for detecting and tracking jumps void DetectJump() { if (vp.groundedWheels == 0) { jumpDist = Vector3.Distance(jumpStart, tr.position); jumpTime += Time.fixedDeltaTime; jumpString = "Jump: " + jumpDist.ToString("n0") + " m"; if (engine) { engine.boost += StuntManager.jumpBoostAddStatic * Time.timeScale * 0.01f * TimeMaster.inverseFixedTimeFactor; } } else { score += (jumpDist + jumpTime) * StuntManager.jumpScoreRateStatic; if (engine) { engine.boost += (jumpDist + jumpTime) * StuntManager.jumpBoostAddStatic * Time.timeScale * 0.01f * TimeMaster.inverseFixedTimeFactor; } jumpStart = tr.position; jumpDist = 0; jumpTime = 0; jumpString = ""; } } // Logic for detecting and tracking flips void DetectFlips() { if (vp.groundedWheels == 0) { // Check to see if vehicle is performing a stunt and add it to the stunts list foreach (Stunt curStunt in StuntManager.stuntsStatic) { if (Vector3.Dot(vp.localAngularVel.normalized, curStunt.rotationAxis) >= curStunt.precision) { bool stuntExists = false; foreach (Stunt checkStunt in stunts) { if (curStunt.name == checkStunt.name) { stuntExists = true; break; } } if (!stuntExists) { stunts.Add(new Stunt(curStunt)); } } } // Check the progress of stunts and compile the flip string listing all stunts foreach (Stunt curStunt2 in stunts) { if (Vector3.Dot(vp.localAngularVel.normalized, curStunt2.rotationAxis) >= curStunt2.precision) { curStunt2.progress += rb.angularVelocity.magnitude * Time.fixedDeltaTime; } if (curStunt2.progress * Mathf.Rad2Deg >= curStunt2.angleThreshold) { bool stuntDoneExists = false; foreach (Stunt curDoneStunt in doneStunts) { if (curDoneStunt == curStunt2) { stuntDoneExists = true; break; } } if (!stuntDoneExists) { doneStunts.Add(curStunt2); } } } string stuntCount = ""; flipString = ""; foreach (Stunt curDoneStunt2 in doneStunts) { stuntCount = curDoneStunt2.progress * Mathf.Rad2Deg >= curDoneStunt2.angleThreshold * 2 ? " x" + Mathf.FloorToInt((curDoneStunt2.progress * Mathf.Rad2Deg) / curDoneStunt2.angleThreshold).ToString() : ""; flipString = string.IsNullOrEmpty(flipString) ? curDoneStunt2.name + stuntCount : flipString + " + " + curDoneStunt2.name + stuntCount; } } else { // Add stunt points to the score foreach (Stunt curStunt in stunts) { score += curStunt.progress * Mathf.Rad2Deg * curStunt.scoreRate * Mathf.FloorToInt((curStunt.progress * Mathf.Rad2Deg) / curStunt.angleThreshold) * curStunt.multiplier; // Add boost to the engine if (engine) { engine.boost += curStunt.progress * Mathf.Rad2Deg * curStunt.boostAdd * curStunt.multiplier * 0.01f; } } stunts.Clear(); doneStunts.Clear(); flipString = ""; } } } } ================================================ FILE: Assets/Scripts/Stunt/StuntDetect.cs.meta ================================================ fileFormatVersion: 2 guid: c88eb2f37da04ae48b060089a3929a72 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Stunt/StuntManager.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Stunt/Stunt Manager", 0)] // Class for managing stunts public class StuntManager : MonoBehaviour { public float driftScoreRate; public static float driftScoreRateStatic; [Tooltip("Maximum time gap between connected drifts")] public float driftConnectDelay; public static float driftConnectDelayStatic; public float driftBoostAdd; public static float driftBoostAddStatic; public float jumpScoreRate; public static float jumpScoreRateStatic; public float jumpBoostAdd; public static float jumpBoostAddStatic; public Stunt[] stunts; public static Stunt[] stuntsStatic; void Start() { // Set static variables driftScoreRateStatic = driftScoreRate; driftConnectDelayStatic = driftConnectDelay; driftBoostAddStatic = driftBoostAdd; jumpScoreRateStatic = jumpScoreRate; jumpBoostAddStatic = jumpBoostAdd; stuntsStatic = stunts; } } // Stunt class [System.Serializable] public class Stunt { public string name; public Vector3 rotationAxis; // Local rotation axis of the stunt [Range(0, 1)] public float precision = 0.8f; // Limit for the dot product between the rotation axis and the stunt axis public float scoreRate; public float multiplier = 1; // Multiplier for when the stunt is performed more than once in the same jump public float angleThreshold; [System.NonSerialized] public float progress; // How much rotation has happened during the stunt in radians? public float boostAdd; // Use this to duplicate a stunt public Stunt(Stunt oldStunt) { name = oldStunt.name; rotationAxis = oldStunt.rotationAxis; precision = oldStunt.precision; scoreRate = oldStunt.scoreRate; angleThreshold = oldStunt.angleThreshold; multiplier = oldStunt.multiplier; boostAdd = oldStunt.boostAdd; } } } ================================================ FILE: Assets/Scripts/Stunt/StuntManager.cs.meta ================================================ fileFormatVersion: 2 guid: 68c3d3f5f633ad94b80fe3716e627bfc timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -170 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Stunt.meta ================================================ fileFormatVersion: 2 guid: a886fa1629746b0498cd828d9141a894 folderAsset: yes timeCreated: 1482956113 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Suspension/PropertyToggleSetter.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [AddComponentMenu("RVP/Suspension/Suspension Property Setter", 3)] // Class for cycling through suspension properties public class PropertyToggleSetter : MonoBehaviour { [Tooltip("Steering Controller")] public SteeringControl steerer; public Transmission transmission; [Tooltip("Suspensions with properties to be toggled")] public SuspensionPropertyToggle[] suspensionProperties; public PropertyTogglePreset[] presets; public int currentPreset; [Tooltip("Input manager button which increments the preset")] public string changeButton; void Update() { if (!string.IsNullOrEmpty(changeButton)) { if (Input.GetButtonDown(changeButton)) { ChangePreset(currentPreset + 1); } } } // Change the current preset public void ChangePreset(int preset) { currentPreset = preset % (presets.Length); if (steerer) { steerer.limitSteer = presets[currentPreset].limitSteer; } if (transmission) { transmission.skidSteerDrive = presets[currentPreset].skidSteerTransmission; } for (int i = 0; i < suspensionProperties.Length; i++) { for (int j = 0; j < suspensionProperties[i].properties.Length; j++) { suspensionProperties[i].SetProperty(j, presets[currentPreset].wheels[i].preset[j]); } } } } // Preset class [System.Serializable] public class PropertyTogglePreset { [Tooltip("Limit the steering range of wheels based on SteeringControl's curve?")] public bool limitSteer = true; [Tooltip("Transmission is adjusted for skid steering?")] public bool skidSteerTransmission; [Tooltip("Must be equal to the number of wheels")] public IndividualPreset[] wheels; } // Class for toggling the properties of SuspensionPropertyToggle instances [System.Serializable] public class IndividualPreset { [Tooltip("Must be equal to the SuspensionPropertyToggle properties array length")] public bool[] preset; } } ================================================ FILE: Assets/Scripts/Suspension/PropertyToggleSetter.cs.meta ================================================ fileFormatVersion: 2 guid: 69710db5886c2a847a5cef2416f758ca MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Suspension/Suspension.cs ================================================ using UnityEngine; using System.Collections; using System.Collections.Generic; namespace RVP { [RequireComponent(typeof(DriveForce))] [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("RVP/Suspension/Suspension", 0)] // Class for the suspensions public class Suspension : MonoBehaviour { [System.NonSerialized] public Transform tr; Rigidbody rb; VehicleParent vp; // Variables for inverting certain values on opposite sides of the vehicle [System.NonSerialized] public bool flippedSide; [System.NonSerialized] public float flippedSideFactor; [System.NonSerialized] public Quaternion initialRotation; public Wheel wheel; CapsuleCollider compressCol; // The hard collider [Tooltip("Generate a capsule collider for hard compressions")] public bool generateHardCollider = true; [Tooltip("Multiplier for the radius of the hard collider")] public float hardColliderRadiusFactor = 1; float hardColliderRadiusFactorPrev; float setHardColliderRadiusFactor; Transform compressTr; // Transform component of the hard collider [Header("Brakes and Steering")] public float brakeForce; public float ebrakeForce; [Range(-180, 180)] public float steerRangeMin; [Range(-180, 180)] public float steerRangeMax; [Tooltip("How much the wheel is steered")] public float steerFactor = 1; [Range(-1, 1)] public float steerAngle; [System.NonSerialized] public float steerDegrees; [Tooltip("Effect of Ackermann steering geometry")] public float ackermannFactor; [Tooltip("The camber of the wheel as it travels, x-axis = compression, y-axis = angle")] public AnimationCurve camberCurve = AnimationCurve.Linear(0, 0, 1, 0); [Range(-89.999f, 89.999f)] public float camberOffset; [System.NonSerialized] public float camberAngle; [Tooltip("Adjust the camber as if it was connected to a solid axle, opposite wheel must be set")] public bool solidAxleCamber; public Suspension oppositeWheel; [Tooltip("Angle at which the suspension points out to the side")] [Range(-89.999f, 89.999f)] public float sideAngle; [Range(-89.999f, 89.999f)] public float casterAngle; [Range(-89.999f, 89.999f)] public float toeAngle; [Tooltip("Wheel offset from its pivot point")] public float pivotOffset; [System.NonSerialized] public List movingParts = new List(); [Header("Spring")] public float suspensionDistance; [System.NonSerialized] public float compression; [Tooltip("Should be left at 1 unless testing suspension travel")] [Range(0, 1)] public float targetCompression; [System.NonSerialized] public float penetration; // How deep the ground is interesecting with the wheel's tire public float springForce; [Tooltip("Force of the curve depending on it's compression, x-axis = compression, y-axis = force")] public AnimationCurve springForceCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("Exponent for spring force based on compression")] public float springExponent = 1; public float springDampening; [Tooltip("How quickly the suspension extends if it's not grounded")] public float extendSpeed = 20; [Tooltip("Apply forces to prevent the wheel from intersecting with the ground, not necessary if generating a hard collider")] public bool applyHardContactForce = true; public float hardContactForce = 50; public float hardContactSensitivity = 2; [Tooltip("Apply suspension forces at ground point")] public bool applyForceAtGroundContact = true; [Tooltip("Apply suspension forces along local up direction instead of ground normal")] public bool leaningForce; [System.NonSerialized] public Vector3 maxCompressPoint; // Position of the wheel when the suspension is compressed all the way [System.NonSerialized] public Vector3 springDirection; [System.NonSerialized] public Vector3 upDir; // Local up direction [System.NonSerialized] public Vector3 forwardDir; // Local forward direction [System.NonSerialized] public DriveForce targetDrive; // The drive being passed into the wheel [System.NonSerialized] public SuspensionPropertyToggle properties; // Property toggler [System.NonSerialized] public bool steerEnabled = true; [System.NonSerialized] public bool steerInverted; [System.NonSerialized] public bool driveEnabled = true; [System.NonSerialized] public bool driveInverted; [System.NonSerialized] public bool ebrakeEnabled = true; [System.NonSerialized] public bool skidSteerBrake; [Header("Damage")] [Tooltip("Point around which the suspension pivots when damaged")] public Vector3 damagePivot; [Tooltip("Compression amount to remain at when wheel is detached")] [Range(0, 1)] public float detachedCompression = 0.5f; public float jamForce = Mathf.Infinity; [System.NonSerialized] public bool jammed; void Start() { tr = transform; rb = tr.GetTopmostParentComponent(); vp = tr.GetTopmostParentComponent(); targetDrive = GetComponent(); flippedSide = Vector3.Dot(tr.forward, vp.transform.right) < 0; flippedSideFactor = flippedSide ? -1 : 1; initialRotation = tr.localRotation; if (Application.isPlaying) { GetCamber(); // Generate the hard collider if (generateHardCollider) { GameObject cap = new GameObject("Compress Collider"); cap.layer = GlobalControl.ignoreWheelCastLayer; compressTr = cap.transform; compressTr.parent = tr; compressTr.localPosition = Vector3.zero; compressTr.localEulerAngles = new Vector3(camberAngle, 0, -casterAngle * flippedSideFactor); compressCol = cap.AddComponent(); compressCol.direction = 1; setHardColliderRadiusFactor = hardColliderRadiusFactor; hardColliderRadiusFactorPrev = setHardColliderRadiusFactor; compressCol.radius = wheel.rimWidth * hardColliderRadiusFactor; compressCol.height = (wheel.popped ? wheel.rimRadius : Mathf.Lerp(wheel.rimRadius, wheel.tireRadius, wheel.tirePressure)) * 2; compressCol.sharedMaterial = GlobalControl.frictionlessMatStatic; } steerRangeMax = Mathf.Max(steerRangeMin, steerRangeMax); properties = GetComponent(); if (properties) { UpdateProperties(); } } } void FixedUpdate() { upDir = tr.up; forwardDir = tr.forward; targetCompression = 1; GetCamber(); GetSpringVectors(); if (wheel.connected) { compression = Mathf.Min(targetCompression, suspensionDistance > 0 ? Mathf.Clamp01(wheel.contactPoint.distance / suspensionDistance) : 0); penetration = Mathf.Min(0, wheel.contactPoint.distance); } else { compression = detachedCompression; penetration = 0; } if (targetCompression > 0) { ApplySuspensionForce(); } // Set hard collider size if it is changed during play mode if (generateHardCollider) { setHardColliderRadiusFactor = hardColliderRadiusFactor; if (hardColliderRadiusFactorPrev != setHardColliderRadiusFactor || wheel.updatedSize || wheel.updatedPopped) { if (wheel.rimWidth > wheel.actualRadius) { compressCol.direction = 2; compressCol.radius = wheel.actualRadius * hardColliderRadiusFactor; compressCol.height = wheel.rimWidth * 2; } else { compressCol.direction = 1; compressCol.radius = wheel.rimWidth * hardColliderRadiusFactor; compressCol.height = wheel.actualRadius * 2; } } hardColliderRadiusFactorPrev = setHardColliderRadiusFactor; } // Set the drive of the wheel if (wheel.connected) { if (wheel.targetDrive) { targetDrive.active = driveEnabled; targetDrive.feedbackRPM = wheel.targetDrive.feedbackRPM; wheel.targetDrive.SetDrive(targetDrive); } } else { targetDrive.feedbackRPM = targetDrive.rpm; } } void Update() { GetCamber(); if (!Application.isPlaying) { GetSpringVectors(); } // Set steer angle for the wheel steerDegrees = Mathf.Abs(steerAngle) * (steerAngle > 0 ? steerRangeMax : steerRangeMin); } // Apply suspension forces to support vehicles void ApplySuspensionForce() { if (wheel.grounded && wheel.connected) { // Get velocity of ground to offset from local vertical velocity Rigidbody groundBody = wheel.contactPoint.col.attachedRigidbody; Vector3 groundVel = Vector3.zero; if (groundBody) { groundVel = groundBody.velocity; } // Get the local vertical velocity float travelVel = vp.norm.InverseTransformDirection(rb.GetPointVelocity(tr.position) - groundVel).z; // Apply the suspension force if (suspensionDistance > 0 && targetCompression > 0) { Vector3 appliedSuspensionForce = (leaningForce ? Vector3.Lerp(upDir, vp.norm.forward, Mathf.Abs(Mathf.Pow(Vector3.Dot(vp.norm.forward, vp.upDir), 5))) : vp.norm.forward) * springForce * (Mathf.Pow(springForceCurve.Evaluate(1 - compression), Mathf.Max(1, springExponent)) - (1 - targetCompression) - springDampening * Mathf.Clamp(travelVel, -1, 1)); rb.AddForceAtPosition( appliedSuspensionForce, applyForceAtGroundContact ? wheel.contactPoint.point : wheel.tr.position, vp.suspensionForceMode); // If wheel is resting on a rigidbody, apply opposing force to it if (groundBody) { groundBody.AddForceAtPosition( -appliedSuspensionForce, wheel.contactPoint.point, vp.suspensionForceMode); } } // Apply hard contact force if (compression == 0 && !generateHardCollider && applyHardContactForce) { rb.AddForceAtPosition( -vp.norm.TransformDirection(0, 0, Mathf.Clamp(travelVel, -hardContactSensitivity * TimeMaster.fixedTimeFactor, 0) + penetration) * hardContactForce * Mathf.Clamp01(TimeMaster.fixedTimeFactor), applyForceAtGroundContact ? wheel.contactPoint.point : wheel.tr.position, vp.suspensionForceMode); } } } // Calculate the direction of the spring void GetSpringVectors() { if (!Application.isPlaying) { tr = transform; flippedSide = Vector3.Dot(tr.forward, vp.transform.right) < 0; flippedSideFactor = flippedSide ? -1 : 1; } maxCompressPoint = tr.position; float casterDir = -Mathf.Sin(casterAngle * Mathf.Deg2Rad) * flippedSideFactor; float sideDir = -Mathf.Sin(sideAngle * Mathf.Deg2Rad); springDirection = tr.TransformDirection(casterDir, Mathf.Max(Mathf.Abs(casterDir), Mathf.Abs(sideDir)) - 1, sideDir).normalized; } // Calculate the camber angle void GetCamber() { if (solidAxleCamber && oppositeWheel && wheel.connected) { if (oppositeWheel.wheel.rim && wheel.rim) { Vector3 axleDir = tr.InverseTransformDirection((oppositeWheel.wheel.rim.position - wheel.rim.position).normalized); camberAngle = Mathf.Atan2(axleDir.z, axleDir.y) * Mathf.Rad2Deg + 90 + camberOffset; } } else { camberAngle = camberCurve.Evaluate((Application.isPlaying && wheel.connected ? wheel.travelDist : targetCompression)) + camberOffset; } } // Update the toggleable properties public void UpdateProperties() { if (properties) { foreach (SuspensionToggledProperty curProperty in properties.properties) { switch ((int)curProperty.property) { case 0: steerEnabled = curProperty.toggled; break; case 1: steerInverted = curProperty.toggled; break; case 2: driveEnabled = curProperty.toggled; break; case 3: driveInverted = curProperty.toggled; break; case 4: ebrakeEnabled = curProperty.toggled; break; case 5: skidSteerBrake = curProperty.toggled; break; } } } } // Visualize steer range void OnDrawGizmosSelected() { if (!tr) { tr = transform; } if (wheel) { if (wheel.rim) { Vector3 wheelPoint = wheel.rim.position; float camberSin = -Mathf.Sin(camberAngle * Mathf.Deg2Rad); float steerSin = Mathf.Sin(Mathf.Lerp(steerRangeMin, steerRangeMax, (steerAngle + 1) * 0.5f) * Mathf.Deg2Rad); float minSteerSin = Mathf.Sin(steerRangeMin * Mathf.Deg2Rad); float maxSteerSin = Mathf.Sin(steerRangeMax * Mathf.Deg2Rad); Gizmos.color = Color.magenta; Gizmos.DrawWireSphere(wheelPoint, 0.05f); Gizmos.DrawLine(wheelPoint, wheelPoint + tr.TransformDirection(minSteerSin, camberSin * (1 - Mathf.Abs(minSteerSin)), Mathf.Cos(steerRangeMin * Mathf.Deg2Rad) * (1 - Mathf.Abs(camberSin)) ).normalized); Gizmos.DrawLine(wheelPoint, wheelPoint + tr.TransformDirection(maxSteerSin, camberSin * (1 - Mathf.Abs(maxSteerSin)), Mathf.Cos(steerRangeMax * Mathf.Deg2Rad) * (1 - Mathf.Abs(camberSin)) ).normalized); Gizmos.DrawLine(wheelPoint + tr.TransformDirection(minSteerSin, camberSin * (1 - Mathf.Abs(minSteerSin)), Mathf.Cos(steerRangeMin * Mathf.Deg2Rad) * (1 - Mathf.Abs(camberSin)) ).normalized * 0.9f, wheelPoint + tr.TransformDirection(maxSteerSin, camberSin * (1 - Mathf.Abs(maxSteerSin)), Mathf.Cos(steerRangeMax * Mathf.Deg2Rad) * (1 - Mathf.Abs(camberSin)) ).normalized * 0.9f); Gizmos.DrawLine(wheelPoint, wheelPoint + tr.TransformDirection(steerSin, camberSin * (1 - Mathf.Abs(steerSin)), Mathf.Cos(steerRangeMin * Mathf.Deg2Rad) * (1 - Mathf.Abs(camberSin)) ).normalized); } } Gizmos.color = Color.red; Gizmos.DrawWireSphere(tr.TransformPoint(damagePivot), 0.05f); } } } ================================================ FILE: Assets/Scripts/Suspension/Suspension.cs.meta ================================================ fileFormatVersion: 2 guid: 59243471c15e1fb45a37049837840b9f timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -40 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Suspension/SuspensionPart.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("RVP/Suspension/Suspension Part", 1)] // Class for moving suspension parts public class SuspensionPart : MonoBehaviour { Transform tr; Wheel wheel; public Suspension suspension; public bool isHub; [Header("Connections")] [Tooltip("Object to point at")] public Transform connectObj; [Tooltip("Local space point to point at in connectObj")] public Vector3 connectPoint; [System.NonSerialized] public Vector3 initialConnectPoint; Vector3 localConnectPoint; // Transformed connect point [Tooltip("Rotate to point at target?")] public bool rotate = true; [Tooltip("Scale along local z-axis to reach target?")] public bool stretch; float initialDist; Vector3 initialScale; [Header("Solid Axle")] public bool solidAxle; public bool invertRotation; [Tooltip("Does this part connect to a solid axle?")] public bool solidAxleConnector; // Wheels for solid axles public Wheel wheel1; public Wheel wheel2; Vector3 wheelConnect1; Vector3 wheelConnect2; Vector3 parentUpDir; // Parent's up direction void Start() { tr = transform; initialConnectPoint = connectPoint; // Get the wheel if (suspension) { suspension.movingParts.Add(this); if (suspension.wheel) { wheel = suspension.wheel; } } // Get the initial distance from the target to use when stretching if (connectObj && !isHub && Application.isPlaying) { initialDist = Mathf.Max(Vector3.Distance(tr.position, connectObj.TransformPoint(connectPoint)), 0.01f); initialScale = tr.localScale; } } void Update() { if (!Application.isPlaying) { tr = transform; // Get the wheel if (suspension) { if (suspension.wheel) { wheel = suspension.wheel; } } } if (tr) { if (!solidAxle && ((suspension && !solidAxleConnector) || solidAxleConnector)) { // Transformations for hubs if (isHub && wheel && !solidAxleConnector) { if (wheel.rim) { tr.position = wheel.rim.position; tr.rotation = Quaternion.LookRotation(wheel.rim.forward, suspension.upDir); tr.localEulerAngles = new Vector3(tr.localEulerAngles.x, tr.localEulerAngles.y, -suspension.casterAngle * suspension.flippedSideFactor); } } else if (!isHub && connectObj) { localConnectPoint = connectObj.TransformPoint(connectPoint); // Rotate to look at connection point if (rotate) { tr.rotation = Quaternion.LookRotation((localConnectPoint - tr.position).normalized, (solidAxleConnector ? tr.parent.forward : suspension.upDir)); // Don't set localEulerAngles if connected to a solid axle if (!solidAxleConnector) { tr.localEulerAngles = new Vector3(tr.localEulerAngles.x, tr.localEulerAngles.y, -suspension.casterAngle * suspension.flippedSideFactor); } } // Stretch like a spring if stretch is true if (stretch && Application.isPlaying) { tr.localScale = new Vector3(tr.localScale.x, tr.localScale.y, initialScale.z * (Vector3.Distance(tr.position, localConnectPoint) / initialDist)); } } } else if (solidAxle && wheel1 && wheel2) { // Transformations for solid axles if (wheel1.rim && wheel2.rim && wheel1.suspensionParent && wheel2.suspensionParent) { parentUpDir = tr.parent.up; wheelConnect1 = wheel1.rim.TransformPoint(0, 0, -wheel1.suspensionParent.pivotOffset); wheelConnect2 = wheel2.rim.TransformPoint(0, 0, -wheel2.suspensionParent.pivotOffset); tr.rotation = Quaternion.LookRotation((((wheelConnect1 + wheelConnect2) * 0.5f) - tr.position).normalized, parentUpDir); tr.localEulerAngles = new Vector3( tr.localEulerAngles.x, tr.localEulerAngles.y, Vector3.Angle((wheelConnect1 - wheelConnect2).normalized, tr.parent.right) * Mathf.Sign(Vector3.Dot((wheelConnect1 - wheelConnect2).normalized, parentUpDir)) * Mathf.Sign(tr.localPosition.z) * (invertRotation ? -1 : 1)); } } } } void OnDrawGizmosSelected() { if (!tr) { tr = transform; } Gizmos.color = Color.green; // Visualize connections if (!isHub && connectObj && !solidAxle) { localConnectPoint = connectObj.TransformPoint(connectPoint); Gizmos.DrawLine(tr.position, localConnectPoint); Gizmos.DrawWireSphere(localConnectPoint, 0.01f); } else if (solidAxle && wheel1 && wheel2) { if (wheel1.rim && wheel2.rim && wheel1.suspensionParent && wheel2.suspensionParent) { wheelConnect1 = wheel1.rim.TransformPoint(0, 0, -wheel1.suspensionParent.pivotOffset); wheelConnect2 = wheel2.rim.TransformPoint(0, 0, -wheel2.suspensionParent.pivotOffset); Gizmos.DrawLine(wheelConnect1, wheelConnect2); Gizmos.DrawWireSphere(wheelConnect1, 0.01f); Gizmos.DrawWireSphere(wheelConnect2, 0.01f); } } } } } ================================================ FILE: Assets/Scripts/Suspension/SuspensionPart.cs.meta ================================================ fileFormatVersion: 2 guid: 2148bf25233d26d4ebda2f422f6a98ca timeCreated: 1428163391 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -48 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Suspension/SuspensionPropertyToggle.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Suspension))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Suspension/Suspension Property", 2)] // Class for changing the properties of the suspension public class SuspensionPropertyToggle : MonoBehaviour { public SuspensionToggledProperty[] properties; Suspension sus; void Start() { sus = GetComponent(); } // Toggle a property in the properties array at index public void ToggleProperty(int index) { if (properties.Length - 1 >= index) { properties[index].toggled = !properties[index].toggled; if (sus) { sus.UpdateProperties(); } } } // Set a property in the properties array at index to the value public void SetProperty(int index, bool value) { if (properties.Length - 1 >= index) { properties[index].toggled = value; if (sus) { sus.UpdateProperties(); } } } } // Class for a single property [System.Serializable] public class SuspensionToggledProperty { public enum Properties { steerEnable, steerInvert, driveEnable, driveInvert, ebrakeEnable, skidSteerBrake } // The type of property // steerEnable = enable steering // steerInvert = invert steering // driveEnable = enable driving // driveInvert = invert drive // ebrakeEnable = can ebrake // skidSteerBrake = brake is specially adjusted for skid steering public Properties property; // The property public bool toggled; // Is it enabled? } } ================================================ FILE: Assets/Scripts/Suspension/SuspensionPropertyToggle.cs.meta ================================================ fileFormatVersion: 2 guid: faa039d52ac486148ae02ca5a357dab7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Suspension.meta ================================================ fileFormatVersion: 2 guid: 414c4ea6ef273904abfb16760a742421 folderAsset: yes timeCreated: 1482956299 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Vehicle Control/SteeringControl.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Vehicle Controllers/Steering Control", 2)] // Class for steering vehicles public class SteeringControl : MonoBehaviour { Transform tr; VehicleParent vp; public float steerRate = 0.1f; float steerAmount; [Tooltip("Curve for limiting steer range based on speed, x-axis = speed, y-axis = multiplier")] public AnimationCurve steerCurve = AnimationCurve.Linear(0, 1, 30, 0.1f); public bool limitSteer = true; [Tooltip("Horizontal stretch of the steer curve")] public float steerCurveStretch = 1; public bool applyInReverse = true; // Limit steering in reverse? public Suspension[] steeredWheels; [Header("Visual")] public bool rotate; public float maxDegreesRotation; public float rotationOffset; float steerRot; void Start() { tr = transform; vp = tr.GetTopmostParentComponent(); steerRot = rotationOffset; } void FixedUpdate() { float rbSpeed = vp.localVelocity.z / steerCurveStretch; float steerLimit = limitSteer ? steerCurve.Evaluate(applyInReverse ? Mathf.Abs(rbSpeed) : rbSpeed) : 1; steerAmount = vp.steerInput * steerLimit; // Set steer angles in wheels foreach (Suspension curSus in steeredWheels) { curSus.steerAngle = Mathf.Lerp(curSus.steerAngle, steerAmount * curSus.steerFactor * (curSus.steerEnabled ? 1 : 0) * (curSus.steerInverted ? -1 : 1), steerRate * TimeMaster.inverseFixedTimeFactor * Time.timeScale); } } void Update() { // Visual steering wheel rotation if (rotate) { steerRot = Mathf.Lerp(steerRot, steerAmount * maxDegreesRotation + rotationOffset, steerRate * Time.timeScale); tr.localEulerAngles = new Vector3(tr.localEulerAngles.x, tr.localEulerAngles.y, steerRot); } } } } ================================================ FILE: Assets/Scripts/Vehicle Control/SteeringControl.cs.meta ================================================ fileFormatVersion: 2 guid: d07c3ba93f8c45243a96fbd399ee977f timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -120 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleAssist.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Vehicle Controllers/Vehicle Assist", 1)] // Class for assisting vehicle performance public class VehicleAssist : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; [Header("Drift")] [Tooltip("Variables are multiplied based on the number of wheels grounded out of the total number of wheels")] public bool basedOnWheelsGrounded; float groundedFactor; [Tooltip("How much to assist with spinning while drifting")] public float driftSpinAssist; public float driftSpinSpeed; public float driftSpinExponent = 1; [Tooltip("Automatically adjust drift angle based on steer input magnitude")] public bool autoSteerDrift; public float maxDriftAngle = 70; float targetDriftAngle; [Tooltip("Adjusts the force based on drift speed, x-axis = speed, y-axis = force")] public AnimationCurve driftSpinCurve = AnimationCurve.Linear(0, 0, 10, 1); [Tooltip("How much to push the vehicle forward while drifting")] public float driftPush; [Tooltip("Straighten out the vehicle when sliding slightly")] public bool straightenAssist; [Header("Downforce")] public float downforce = 1; public bool invertDownforceInReverse; public bool applyDownforceInAir; [Tooltip("X-axis = speed, y-axis = force")] public AnimationCurve downforceCurve = AnimationCurve.Linear(0, 0, 20, 1); [Header("Roll Over")] [Tooltip("Automatically roll over when rolled over")] public bool autoRollOver; [Tooltip("Roll over with steer input")] public bool steerRollOver; [System.NonSerialized] public bool rolledOver; [Tooltip("Distance to check on sides to see if rolled over")] public float rollCheckDistance = 1; public float rollOverForce = 1; [Tooltip("Maximum speed at which vehicle can be rolled over with assists")] public float rollSpeedThreshold; [Header("Air")] [Tooltip("Increase angular drag immediately after jumping")] public bool angularDragOnJump; float initialAngularDrag; float angDragTime = 0; public float fallSpeedLimit = Mathf.Infinity; public bool applyFallLimitUpwards; void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); initialAngularDrag = rb.angularDrag; } void FixedUpdate() { if (vp.groundedWheels > 0) { groundedFactor = basedOnWheelsGrounded ? vp.groundedWheels / (vp.hover ? vp.hoverWheels.Length : vp.wheels.Length) : 1; angDragTime = 20; rb.angularDrag = initialAngularDrag; if (driftSpinAssist > 0) { ApplySpinAssist(); } if (driftPush > 0) { ApplyDriftPush(); } } else { if (angularDragOnJump) { angDragTime = Mathf.Max(0, angDragTime - Time.timeScale * TimeMaster.inverseFixedTimeFactor); rb.angularDrag = angDragTime > 0 && vp.upDot > 0.5 ? 10 : initialAngularDrag; } } if (downforce > 0) { ApplyDownforce(); } if (autoRollOver || steerRollOver) { RollOver(); } if (Mathf.Abs(vp.localVelocity.y) > fallSpeedLimit && (vp.localVelocity.y < 0 || applyFallLimitUpwards)) { rb.AddRelativeForce(Vector3.down * vp.localVelocity.y, ForceMode.Acceleration); } } // Apply assist for steering and drifting void ApplySpinAssist() { // Get desired rotation speed float targetTurnSpeed = 0; // Auto steer drift if (autoSteerDrift) { int steerSign = 0; if (vp.steerInput != 0) { steerSign = (int)Mathf.Sign(vp.steerInput); } targetDriftAngle = (steerSign != Mathf.Sign(vp.localVelocity.x) ? vp.steerInput : steerSign) * -maxDriftAngle; Vector3 velDir = new Vector3(vp.localVelocity.x, 0, vp.localVelocity.z).normalized; Vector3 targetDir = new Vector3(Mathf.Sin(targetDriftAngle * Mathf.Deg2Rad), 0, Mathf.Cos(targetDriftAngle * Mathf.Deg2Rad)).normalized; Vector3 driftTorqueTemp = velDir - targetDir; targetTurnSpeed = driftTorqueTemp.magnitude * Mathf.Sign(driftTorqueTemp.z) * steerSign * driftSpinSpeed - vp.localAngularVel.y * Mathf.Clamp01(Vector3.Dot(velDir, targetDir)) * 2; } else { targetTurnSpeed = vp.steerInput * driftSpinSpeed * (vp.localVelocity.z < 0 ? (vp.accelAxisIsBrake ? Mathf.Sign(vp.accelInput) : Mathf.Sign(F.MaxAbs(vp.accelInput, -vp.brakeInput))) : 1); } rb.AddRelativeTorque( new Vector3(0, (targetTurnSpeed - vp.localAngularVel.y) * driftSpinAssist * driftSpinCurve.Evaluate(Mathf.Abs(Mathf.Pow(vp.localVelocity.x, driftSpinExponent))) * groundedFactor, 0), ForceMode.Acceleration); float rightVelDot = Vector3.Dot(tr.right, rb.velocity.normalized); if (straightenAssist && vp.steerInput == 0 && Mathf.Abs(rightVelDot) < 0.1f && vp.sqrVelMag > 5) { rb.AddRelativeTorque( new Vector3(0, rightVelDot * 100 * Mathf.Sign(vp.localVelocity.z) * driftSpinAssist, 0), ForceMode.Acceleration); } } // Apply downforce void ApplyDownforce() { if (vp.groundedWheels > 0 || applyDownforceInAir) { rb.AddRelativeForce( new Vector3(0, downforceCurve.Evaluate(Mathf.Abs(vp.localVelocity.z)) * -downforce * (applyDownforceInAir ? 1 : groundedFactor) * (invertDownforceInReverse ? Mathf.Sign(vp.localVelocity.z) : 1), 0), ForceMode.Acceleration); // Reverse downforce if (invertDownforceInReverse && vp.localVelocity.z < 0) { rb.AddRelativeTorque( new Vector3(downforceCurve.Evaluate(Mathf.Abs(vp.localVelocity.z)) * downforce * (applyDownforceInAir ? 1 : groundedFactor), 0, 0), ForceMode.Acceleration); } } } // Assist with rolling back over if upside down or on side void RollOver() { RaycastHit rollHit; // Check if rolled over if (vp.groundedWheels == 0 && vp.velMag < rollSpeedThreshold && vp.upDot < 0.8 && rollCheckDistance > 0) { if (Physics.Raycast(tr.position, vp.upDir, out rollHit, rollCheckDistance, GlobalControl.groundMaskStatic) || Physics.Raycast(tr.position, vp.rightDir, out rollHit, rollCheckDistance, GlobalControl.groundMaskStatic) || Physics.Raycast(tr.position, -vp.rightDir, out rollHit, rollCheckDistance, GlobalControl.groundMaskStatic)) { rolledOver = true; } else { rolledOver = false; } } else { rolledOver = false; } // Apply roll over force if (rolledOver) { if (steerRollOver && vp.steerInput != 0) { rb.AddRelativeTorque( new Vector3(0, 0, -vp.steerInput * rollOverForce), ForceMode.Acceleration); } else if (autoRollOver) { rb.AddRelativeTorque( new Vector3(0, 0, -Mathf.Sign(vp.rightDot) * rollOverForce), ForceMode.Acceleration); } } } // Assist for accelerating while drifting void ApplyDriftPush() { float pushFactor = (vp.accelAxisIsBrake ? vp.accelInput : vp.accelInput - vp.brakeInput) * Mathf.Abs(vp.localVelocity.x) * driftPush * groundedFactor * (1 - Mathf.Abs(Vector3.Dot(vp.forwardDir, rb.velocity.normalized))); rb.AddForce( vp.norm.TransformDirection(new Vector3(Mathf.Abs(pushFactor) * Mathf.Sign(vp.localVelocity.x), Mathf.Abs(pushFactor) * Mathf.Sign(vp.localVelocity.z), 0)), ForceMode.Acceleration); } } } ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleAssist.cs.meta ================================================ fileFormatVersion: 2 guid: 950cf8b6abec9974792705495dd652de timeCreated: 1422829219 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -130 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleBalance.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(VehicleParent))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Vehicle Controllers/Vehicle Balance", 4)] // Class for balancing vehicles public class VehicleBalance : MonoBehaviour { Transform tr; Rigidbody rb; VehicleParent vp; float actualPitchInput; Vector3 targetLean; Vector3 targetLeanActual; [Tooltip("Lean strength along each axis")] public Vector3 leanFactor; [Range(0, 0.99f)] public float leanSmoothness; [Tooltip("Adjusts the roll based on the speed, x-axis = speed, y-axis = roll amount")] public AnimationCurve leanRollCurve = AnimationCurve.Linear(0, 0, 10, 1); [Tooltip("Adjusts the pitch based on the speed, x-axis = speed, y-axis = pitch amount")] public AnimationCurve leanPitchCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("Adjusts the yaw based on the speed, x-axis = speed, y-axis = yaw amount")] public AnimationCurve leanYawCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("Speed above which endos (forward wheelies) aren't allowed")] public float endoSpeedThreshold; [Tooltip("Exponent for pitch input")] public float pitchExponent; [Tooltip("How much to lean when sliding sideways")] public float slideLeanFactor = 1; void Start() { tr = transform; rb = GetComponent(); vp = GetComponent(); } void FixedUpdate() { // Apply endo limit actualPitchInput = vp.wheels.Length == 1 ? 0 : Mathf.Clamp(vp.pitchInput, -1, vp.velMag > endoSpeedThreshold ? 0 : 1); if (vp.groundedWheels > 0) { if (leanFactor != Vector3.zero) { ApplyLean(); } } } // Apply corrective balance forces void ApplyLean() { if (vp.groundedWheels > 0) { Vector3 inverseWorldUp; inverseWorldUp = vp.norm.InverseTransformDirection(Vector3.Dot(vp.wheelNormalAverage, GlobalControl.worldUpDir) <= 0 ? vp.wheelNormalAverage : Vector3.Lerp(GlobalControl.worldUpDir, vp.wheelNormalAverage, Mathf.Abs(Vector3.Dot(vp.norm.up, GlobalControl.worldUpDir)) * 2)); Debug.DrawRay(tr.position, vp.norm.TransformDirection(inverseWorldUp), Color.white); // Calculate target lean direction targetLean = new Vector3( Mathf.Lerp( inverseWorldUp.x, Mathf.Clamp(-vp.rollInput * leanFactor.z * leanRollCurve.Evaluate(Mathf.Abs(vp.localVelocity.z)) + Mathf.Clamp(vp.localVelocity.x * slideLeanFactor, -leanFactor.z * slideLeanFactor, leanFactor.z * slideLeanFactor), -leanFactor.z, leanFactor.z), Mathf.Max(Mathf.Abs(F.MaxAbs(vp.steerInput, vp.rollInput)))), Mathf.Pow(Mathf.Abs(actualPitchInput), pitchExponent) * Mathf.Sign(actualPitchInput) * leanFactor.x, inverseWorldUp.z * (1 - Mathf.Abs(F.MaxAbs(actualPitchInput * leanFactor.x, vp.rollInput * leanFactor.z)))); } else { targetLean = vp.upDir; } // Transform targetLean to world space targetLeanActual = Vector3.Lerp(targetLeanActual, vp.norm.TransformDirection(targetLean), (1 - leanSmoothness) * Time.timeScale * TimeMaster.inverseFixedTimeFactor).normalized; Debug.DrawRay(tr.position, targetLeanActual, Color.black); // Apply pitch rb.AddTorque( vp.norm.right * -(Vector3.Dot(vp.forwardDir, targetLeanActual) * 20 - vp.localAngularVel.x) * 100 * (vp.wheels.Length == 1 ? 1 : leanPitchCurve.Evaluate(Mathf.Abs(actualPitchInput))), ForceMode.Acceleration); // Apply yaw rb.AddTorque( vp.norm.forward * (vp.groundedWheels == 1 ? vp.steerInput * leanFactor.y - vp.norm.InverseTransformDirection(rb.angularVelocity).z : 0) * 100 * leanYawCurve.Evaluate(Mathf.Abs(vp.steerInput)), ForceMode.Acceleration); // Apply roll rb.AddTorque( vp.norm.up * (-Vector3.Dot(vp.rightDir, targetLeanActual) * 20 - vp.localAngularVel.z) * 100, ForceMode.Acceleration); // Turn vehicle during wheelies if (vp.groundedWheels == 1 && leanFactor.y > 0) { rb.AddTorque(vp.norm.TransformDirection( new Vector3(0, 0, vp.steerInput * leanFactor.y - vp.norm.InverseTransformDirection(rb.angularVelocity).z) ), ForceMode.Acceleration); } } } } ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleBalance.cs.meta ================================================ fileFormatVersion: 2 guid: de69277f92f5e6b4c98441132d783f3e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleDebug.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [DisallowMultipleComponent] [AddComponentMenu("RVP/Vehicle Controllers/Vehicle Debug", 3)] // Class for easily resetting vehicles public class VehicleDebug : MonoBehaviour { public Vector3 spawnPos; public Vector3 spawnRot; [Tooltip("Y position below which the vehicle will be reset")] public float fallLimit = -10; void Update() { if (Input.GetButtonDown("Reset Rotation")) { StartCoroutine(ResetRotation()); } if (Input.GetButtonDown("Reset Position") || transform.position.y < fallLimit) { StartCoroutine(ResetPosition()); } } // This waits for the next fixed update before resetting the rotation of the vehicle IEnumerator ResetRotation() { if (GetComponent()) { GetComponent().Repair(); } yield return new WaitForFixedUpdate(); transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); transform.Translate(Vector3.up, Space.World); GetComponent().velocity = Vector3.zero; GetComponent().angularVelocity = Vector3.zero; } // This waits for the next fixed update before resetting the position of the vehicle IEnumerator ResetPosition() { if (GetComponent()) { GetComponent().Repair(); } transform.position = spawnPos; yield return new WaitForFixedUpdate(); transform.rotation = Quaternion.LookRotation(spawnRot, GlobalControl.worldUpDir); GetComponent().velocity = Vector3.zero; GetComponent().angularVelocity = Vector3.zero; } } } ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleDebug.cs.meta ================================================ fileFormatVersion: 2 guid: 0e05c9d24f17797489a3e390bd35fb2e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleParent.cs ================================================ using UnityEngine; using System.Collections; namespace RVP { [RequireComponent(typeof(Rigidbody))] [DisallowMultipleComponent] [AddComponentMenu("RVP/Vehicle Controllers/Vehicle Parent", 0)] // Vehicle root class public class VehicleParent : MonoBehaviour { [System.NonSerialized] public Rigidbody rb; [System.NonSerialized] public Transform tr; [System.NonSerialized] public Transform norm; // Normal orientation object [System.NonSerialized] public float accelInput; [System.NonSerialized] public float brakeInput; [System.NonSerialized] public float steerInput; [System.NonSerialized] public float ebrakeInput; [System.NonSerialized] public bool boostButton; [System.NonSerialized] public bool upshiftPressed; [System.NonSerialized] public bool downshiftPressed; [System.NonSerialized] public float upshiftHold; [System.NonSerialized] public float downshiftHold; [System.NonSerialized] public float pitchInput; [System.NonSerialized] public float yawInput; [System.NonSerialized] public float rollInput; [Tooltip("Accel axis is used for brake input")] public bool accelAxisIsBrake; [Tooltip("Brake input will act as reverse input")] public bool brakeIsReverse; [Tooltip("Automatically hold ebrake if it's pressed while parked")] public bool holdEbrakePark; public float burnoutThreshold = 0.9f; [System.NonSerialized] public float burnout; public float burnoutSpin = 5; [Range(0, 0.9f)] public float burnoutSmoothness = 0.5f; public Motor engine; bool stopUpshift; bool stopDownShift; [System.NonSerialized] public Vector3 localVelocity; // Local space velocity [System.NonSerialized] public Vector3 localAngularVel; // Local space angular velocity [System.NonSerialized] public Vector3 forwardDir; // Forward direction [System.NonSerialized] public Vector3 rightDir; // Right direction [System.NonSerialized] public Vector3 upDir; // Up direction [System.NonSerialized] public float forwardDot; // Dot product between forwardDir and GlobalControl.worldUpDir [System.NonSerialized] public float rightDot; // Dot product between rightDir and GlobalControl.worldUpDir [System.NonSerialized] public float upDot; // Dot product between upDir and GlobalControl.worldUpDir [System.NonSerialized] public float velMag; // Velocity magnitude [System.NonSerialized] public float sqrVelMag; // Velocity squared magnitude [System.NonSerialized] public bool reversing; public Wheel[] wheels; public HoverWheel[] hoverWheels; public WheelCheckGroup[] wheelGroups; bool wheelLoopDone = false; public bool hover; [System.NonSerialized] public int groundedWheels; // Number of wheels grounded [System.NonSerialized] public Vector3 wheelNormalAverage; // Average normal of the wheel contact points Vector3 wheelContactsVelocity; // Average velocity of wheel contact points [Tooltip("Lower center of mass by suspension height")] public bool suspensionCenterOfMass; public Vector3 centerOfMassOffset; public ForceMode wheelForceMode = ForceMode.Acceleration; public ForceMode suspensionForceMode = ForceMode.Acceleration; [Tooltip("Tow vehicle to instantiate")] public GameObject towVehicle; GameObject newTow; [System.NonSerialized] public VehicleParent inputInherit; // Vehicle which to inherit input from [System.NonSerialized] public bool crashing; [Header("Crashing")] public bool canCrash = true; public AudioSource crashSnd; public AudioClip[] crashClips; [System.NonSerialized] public bool playCrashSounds = true; public ParticleSystem sparks; [System.NonSerialized] public bool playCrashSparks = true; [Header("Camera")] public float cameraDistanceChange; public float cameraHeightChange; void Start() { tr = transform; rb = GetComponent(); // Create normal orientation object GameObject normTemp = new GameObject(tr.name + "'s Normal Orientation"); norm = normTemp.transform; SetCenterOfMass(); // Instantiate tow vehicle if (towVehicle) { newTow = Instantiate(towVehicle, Vector3.zero, tr.rotation) as GameObject; newTow.SetActive(false); newTow.transform.position = tr.TransformPoint(newTow.GetComponent().connectedAnchor - newTow.GetComponent().anchor); newTow.GetComponent().connectedBody = rb; newTow.SetActive(true); newTow.GetComponent().inputInherit = this; } if (sparks) { sparks.transform.parent = null; } if (wheelGroups.Length > 0) { StartCoroutine(WheelCheckLoop()); } } void Update() { // Shift single frame pressing logic if (stopUpshift) { upshiftPressed = false; stopUpshift = false; } if (stopDownShift) { downshiftPressed = false; stopDownShift = false; } if (upshiftPressed) { stopUpshift = true; } if (downshiftPressed) { stopDownShift = true; } if (inputInherit) { InheritInputOneShot(); } // Norm orientation visualizing // Debug.DrawRay(norm.position, norm.forward, Color.blue); // Debug.DrawRay(norm.position, norm.up, Color.green); // Debug.DrawRay(norm.position, norm.right, Color.red); } void FixedUpdate() { if (inputInherit) { InheritInput(); } if (wheelLoopDone && wheelGroups.Length > 0) { wheelLoopDone = false; StartCoroutine(WheelCheckLoop()); } GetGroundedWheels(); if (groundedWheels > 0) { crashing = false; } localVelocity = tr.InverseTransformDirection(rb.velocity - wheelContactsVelocity); localAngularVel = tr.InverseTransformDirection(rb.angularVelocity); velMag = rb.velocity.magnitude; sqrVelMag = rb.velocity.sqrMagnitude; forwardDir = tr.forward; rightDir = tr.right; upDir = tr.up; forwardDot = Vector3.Dot(forwardDir, GlobalControl.worldUpDir); rightDot = Vector3.Dot(rightDir, GlobalControl.worldUpDir); upDot = Vector3.Dot(upDir, GlobalControl.worldUpDir); norm.transform.position = tr.position; norm.transform.rotation = Quaternion.LookRotation(groundedWheels == 0 ? upDir : wheelNormalAverage, forwardDir); // Check if performing a burnout if (groundedWheels > 0 && !hover && !accelAxisIsBrake && burnoutThreshold >= 0 && accelInput > burnoutThreshold && brakeInput > burnoutThreshold) { burnout = Mathf.Lerp(burnout, ((5 - Mathf.Min(5, Mathf.Abs(localVelocity.z))) / 5) * Mathf.Abs(accelInput), Time.fixedDeltaTime * (1 - burnoutSmoothness) * 10); } else if (burnout > 0.01f) { burnout = Mathf.Lerp(burnout, 0, Time.fixedDeltaTime * (1 - burnoutSmoothness) * 10); } else { burnout = 0; } if (engine) { burnout *= engine.health; } // Check if reversing if (brakeIsReverse && brakeInput > 0 && localVelocity.z < 1 && burnout == 0) { reversing = true; } else if (localVelocity.z >= 0 || burnout > 0) { reversing = false; } } // Set accel input public void SetAccel(float f) { f = Mathf.Clamp(f, -1, 1); accelInput = f; } // Set brake input public void SetBrake(float f) { brakeInput = accelAxisIsBrake ? -Mathf.Clamp(accelInput, -1, 0) : Mathf.Clamp(f, -1, 1); } // Set steer input public void SetSteer(float f) { steerInput = Mathf.Clamp(f, -1, 1); } // Set ebrake input public void SetEbrake(float f) { if ((f > 0 || ebrakeInput > 0) && holdEbrakePark && velMag < 1 && accelInput == 0 && (brakeInput == 0 || !brakeIsReverse)) { ebrakeInput = 1; } else { ebrakeInput = Mathf.Clamp01(f); } } // Set boost input public void SetBoost(bool b) { boostButton = b; } // Set pitch rotate input public void SetPitch(float f) { pitchInput = Mathf.Clamp(f, -1, 1); } // Set yaw rotate input public void SetYaw(float f) { yawInput = Mathf.Clamp(f, -1, 1); } // Set roll rotate input public void SetRoll(float f) { rollInput = Mathf.Clamp(f, -1, 1); } // Do upshift input public void PressUpshift() { upshiftPressed = true; } // Do downshift input public void PressDownshift() { downshiftPressed = true; } // Set held upshift input public void SetUpshift(float f) { upshiftHold = f; } // Set held downshift input public void SetDownshift(float f) { downshiftHold = f; } // Copy input from other vehicle void InheritInput() { accelInput = inputInherit.accelInput; brakeInput = inputInherit.brakeInput; steerInput = inputInherit.steerInput; ebrakeInput = inputInherit.ebrakeInput; pitchInput = inputInherit.pitchInput; yawInput = inputInherit.yawInput; rollInput = inputInherit.rollInput; } // Copy single-frame input from other vehicle void InheritInputOneShot() { upshiftPressed = inputInherit.upshiftPressed; downshiftPressed = inputInherit.downshiftPressed; } // Change the center of mass of the vehicle void SetCenterOfMass() { float susAverage = 0; // Get average suspension height if (suspensionCenterOfMass) { if (hover) { for (int i = 0; i < hoverWheels.Length; i++) { susAverage = i == 0 ? hoverWheels[i].hoverDistance : (susAverage + hoverWheels[i].hoverDistance) * 0.5f; } } else { for (int i = 0; i < wheels.Length; i++) { float newSusDist = wheels[i].transform.parent.GetComponent().suspensionDistance; susAverage = i == 0 ? newSusDist : (susAverage + newSusDist) * 0.5f; } } } rb.centerOfMass = centerOfMassOffset + new Vector3(0, -susAverage, 0); rb.inertiaTensor = rb.inertiaTensor; // This is required due to decoupling of inertia tensor from center of mass in Unity 5.3 } // Get the number of grounded wheels and the normals and velocities of surfaces they're sitting on void GetGroundedWheels() { groundedWheels = 0; wheelContactsVelocity = Vector3.zero; if (hover) { for (int i = 0; i < hoverWheels.Length; i++) { if (hoverWheels[i].grounded) { wheelNormalAverage = i == 0 ? hoverWheels[i].contactPoint.normal : (wheelNormalAverage + hoverWheels[i].contactPoint.normal).normalized; } if (hoverWheels[i].grounded) { groundedWheels++; } } } else { for (int i = 0; i < wheels.Length; i++) { if (wheels[i].grounded) { wheelContactsVelocity = i == 0 ? wheels[i].contactVelocity : (wheelContactsVelocity + wheels[i].contactVelocity) * 0.5f; wheelNormalAverage = i == 0 ? wheels[i].contactPoint.normal : (wheelNormalAverage + wheels[i].contactPoint.normal).normalized; } if (wheels[i].grounded) { groundedWheels++; } } } } // Check for crashes and play collision sounds void OnCollisionEnter(Collision col) { if (col.contacts.Length > 0 && groundedWheels == 0) { foreach (ContactPoint curCol in col.contacts) { if (!curCol.thisCollider.CompareTag("Underside") && curCol.thisCollider.gameObject.layer != GlobalControl.ignoreWheelCastLayer) { if (Vector3.Dot(curCol.normal, col.relativeVelocity.normalized) > 0.2f && col.relativeVelocity.sqrMagnitude > 20) { bool checkTow = true; if (newTow) { checkTow = !curCol.otherCollider.transform.IsChildOf(newTow.transform); } if (checkTow) { crashing = canCrash; if (crashSnd && crashClips.Length > 0 && playCrashSounds) { crashSnd.PlayOneShot(crashClips[Random.Range(0, crashClips.Length)], Mathf.Clamp01(col.relativeVelocity.magnitude * 0.1f)); } if (sparks && playCrashSparks) { sparks.transform.position = curCol.point; sparks.transform.rotation = Quaternion.LookRotation(col.relativeVelocity.normalized, curCol.normal); sparks.Play(); } } } } } } } // Continuous collision checking void OnCollisionStay(Collision col) { if (col.contacts.Length > 0 && groundedWheels == 0) { foreach (ContactPoint curCol in col.contacts) { if (!curCol.thisCollider.CompareTag("Underside") && curCol.thisCollider.gameObject.layer != GlobalControl.ignoreWheelCastLayer) { if (col.relativeVelocity.sqrMagnitude < 5) { bool checkTow = true; if (newTow) { checkTow = !curCol.otherCollider.transform.IsChildOf(newTow.transform); } if (checkTow) { crashing = canCrash; } } } } } } void OnDestroy() { if (norm) { Destroy(norm.gameObject); } if (sparks) { Destroy(sparks.gameObject); } } // Loop through all wheel groups to check for wheel contacts IEnumerator WheelCheckLoop() { for (int i = 0; i < wheelGroups.Length; i++) { wheelGroups[i].Activate(); wheelGroups[i == 0 ? wheelGroups.Length - 1 : i - 1].Deactivate(); yield return new WaitForFixedUpdate(); } wheelLoopDone = true; } } // Class for groups of wheels to check each FixedUpdate [System.Serializable] public class WheelCheckGroup { public Wheel[] wheels; public HoverWheel[] hoverWheels; public void Activate() { foreach (Wheel curWheel in wheels) { curWheel.getContact = true; } foreach (HoverWheel curHover in hoverWheels) { curHover.getContact = true; } } public void Deactivate() { foreach (Wheel curWheel in wheels) { curWheel.getContact = false; } foreach (HoverWheel curHover in hoverWheels) { curHover.getContact = false; } } } } ================================================ FILE: Assets/Scripts/Vehicle Control/VehicleParent.cs.meta ================================================ fileFormatVersion: 2 guid: 1e173e117282a9d41a1c848fb0281a21 timeCreated: 1422829218 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -140 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Vehicle Control.meta ================================================ fileFormatVersion: 2 guid: 8c540836a000a34439f2a7f7f4797428 folderAsset: yes timeCreated: 1482956336 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts.meta ================================================ fileFormatVersion: 2 guid: 71da4ae8eb2d07043823d3277b7190f0 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Assets/Shaders/Tires-Bump.shader ================================================ Shader "Tires Bumped" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Occlusion ("Occlusion", 2D) = "white" {} _Normal ("Normal", 2D) = "bump" {} _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0 _DeformMap ("Deform Map", 2D) = "white" {} _DeformNormal ("Deform Normal",Vector) = (0,0,0,0) } SubShader { Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } CGINCLUDE #define _GLOSSYENV 1 ENDCG CGPROGRAM #pragma target 3.0 #include "UnityPBSLighting.cginc" #pragma surface surf Standard vertex:vert addshadow #pragma exclude_renderers gles sampler2D _MainTex; sampler2D _Occlusion; sampler2D _Normal; fixed4 _Color; fixed _Smoothness; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; fixed4 occ = tex2D(_Occlusion, IN.uv_MainTex); fixed3 normal = UnpackScaleNormal(tex2D(_Normal, IN.uv_MainTex), 1); o.Albedo = c.rgb; o.Occlusion = occ.rgb; o.Smoothness = _Smoothness; o.Normal = normal; } sampler2D _DeformMap; float4 _DeformNormal; // The deformation void vert (inout appdata_full v) { float4 tex = tex2Dlod (_DeformMap, float4(v.texcoord.xy,0,0)); float _SquishDot = saturate(dot(-v.normal,normalize(mul(unity_WorldToObject,_DeformNormal).xyz))); v.vertex.xyz += (mul(unity_WorldToObject, _DeformNormal).xyz * _SquishDot * 1.1 + v.normal * pow(_SquishDot, 1.5) * length(mul(unity_WorldToObject, _DeformNormal).xyz) * (1 - saturate(dot(v.normal, normalize(mul(unity_WorldToObject, _DeformNormal).xyz))))) * tex.rgb; } ENDCG } Fallback "Standard" } ================================================ FILE: Assets/Shaders/Tires-Bump.shader.meta ================================================ fileFormatVersion: 2 guid: 55233de7bd77ff04d9958d02ab21817a timeCreated: 1431882643 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Shaders/Tires.shader ================================================ Shader "Tires" { Properties { _Color ("Main Color", 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Update Mode: resetToDefaultDependencies The following packages were added: com.unity.textmeshpro@2.0.1 com.unity.package-manager-ui@2.2.0 com.unity.collab-proxy@1.2.16 com.unity.ext.nunit@1.0.0 com.unity.test-framework@1.0.13 com.unity.timeline@1.1.0 com.unity.ide.vscode@1.0.7 com.unity.ide.rider@1.0.8 com.unity.ugui@1.0.0 com.unity.modules.ai@1.0.0 com.unity.modules.animation@1.0.0 com.unity.modules.androidjni@1.0.0 com.unity.modules.assetbundle@1.0.0 com.unity.modules.audio@1.0.0 com.unity.modules.cloth@1.0.0 com.unity.modules.director@1.0.0 com.unity.modules.imageconversion@1.0.0 com.unity.modules.imgui@1.0.0 com.unity.modules.jsonserialize@1.0.0 com.unity.modules.particlesystem@1.0.0 com.unity.modules.physics@1.0.0 com.unity.modules.physics2d@1.0.0 com.unity.modules.screencapture@1.0.0 com.unity.modules.terrain@1.0.0 com.unity.modules.terrainphysics@1.0.0 com.unity.modules.tilemap@1.0.0 com.unity.modules.ui@1.0.0 com.unity.modules.uielements@1.0.0 com.unity.modules.umbra@1.0.0 com.unity.modules.unityanalytics@1.0.0 com.unity.modules.unitywebrequest@1.0.0 com.unity.modules.unitywebrequestassetbundle@1.0.0 com.unity.modules.unitywebrequestaudio@1.0.0 com.unity.modules.unitywebrequesttexture@1.0.0 com.unity.modules.unitywebrequestwww@1.0.0 com.unity.modules.vehicles@1.0.0 com.unity.modules.video@1.0.0 com.unity.modules.vr@1.0.0 com.unity.modules.wind@1.0.0 com.unity.modules.xr@1.0.0 === Sat Oct 12 08:51:03 2019 Packages were changed. Update Mode: updateDependencies The following packages were updated: com.unity.ide.rider from version 1.0.8 to 1.1.0 com.unity.ide.vscode from version 1.0.7 to 1.1.2 === Sun Oct 9 10:12:38 2022 Packages were changed. Update Mode: updateDependencies The following packages were updated: com.unity.ide.rider from version 1.1.0 to 1.1.4 com.unity.ide.vscode from version 1.1.2 to 1.2.0 com.unity.test-framework from version 1.0.13 to 1.1.14 com.unity.timeline from version 1.1.0 to 1.2.6 The following packages were removed: com.unity.package-manager-ui@2.2.0 ================================================ FILE: MIT LICENSE.txt ================================================ MIT License Copyright (c) 2021 Justin Couch Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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# Randomation Vehicle Physics This is a vehicle physics system for the Unity engine, originally developed with Unity 5.6. The most recent Unity version it has been tested with is 2019.2.9. It aims to achieve semi-realistic, general-purpose driving mechanics. This was originally sold on the asset store as Randomation Vehicle Physics 2.0. # How To Use Documentation can be found in [the manual](Assets/RVP_Manual.pdf). Import the repository into the top level of a blank Unity project folder to make sure everything works. After that, you can attempt to import it into your own project, but be mindful when merging the project settings. Read the section of the manual about project settings to make sure you copy the ones that are important and address potential conflicts with your own project settings. # Contributing You may contribute by first pulling the repository into your own fork where you can add commits, then creating a pull request to merge your changes. After a pull request is approved, it can be merged into the master branch. If you feel up to it, you can try tackling one of the issues in the issues tab above. You are free to put comments around your code giving yourself credit if you feel compelled to do so. If you add new properties/variables when contributing, make sure their default values do not change the behavior of the included prefabs. Any added code will be considered to be under the MIT License as the rest of the repository is. # Which Branch? You will want to pull from the master branch, not Master-Old. This is because back when I initially created the repository I was learning how to use Git and the repository started out with a messy commit history, so later on I chose to rebase the older commits into a single initial commit. The old history is still present in Master-Old while master is cleaner. However this means that the two branches have incompatible histories, so if you originally pulled from Master-Old you may not be able to fetch newer changes in the master branch. For the forseeable future, master is the official branch and the only one that new changes will be pushed to. # License Info Code is licensed under the MIT License. You can sell projects that use code from this repository as long as the MIT License is included with indications that it applies to the original code here. Valid commercial projects include compiled applications and/or "assets" containing uncompiled source code. As long as the code from this repository is not being sold by itself, what is being sold is most likely permissable. Basically, it must include substantial modifications and/or additions. All models and textures are public domain and were created for this package. **Font:** Roboto under the Apache license http://www.google.com/fonts/specimen/Roboto http://www.apache.org/licenses/LICENSE-2.0.html Sounds are from freesound.org, some of which are public domain, others are under either the Creative Commons Attribution license or the Creative Commons Sampling Plus license. http://creativecommons.org/publicdomain/zero/1.0/ http://creativecommons.org/licenses/by/3.0/ http://creativecommons.org/licenses/sampling+/1.0/ **Sound links:** Engine: http://www.freesound.org/people/cr4sht3st/sounds/157144/ Hover Engine: http://freesound.org/people/larval1977/sounds/38488/ Boost: http://www.freesound.org/people/pengo_au/sounds/90143/ http://www.freesound.org/people/ftpalad/sounds/119902/ http://www.freesound.org/people/snakebarney/sounds/138101/ Hover Boost: http://freesound.org/people/LG/sounds/14585/ http://freesound.org/people/ejfortin/sounds/49693/ http://freesound.org/people/vrodge/sounds/119499/ Tire Screech: http://www.freesound.org/people/audible-edge/sounds/71739/ http://www.freesound.org/people/audible-edge/sounds/71738/ http://www.freesound.org/people/audible-edge/sounds/71737/ http://www.freesound.org/people/audible-edge/sounds/71736/ Collisions: http://www.freesound.org/people/Halleck/sounds/121622/ http://www.freesound.org/people/Halleck/sounds/121656/ http://www.freesound.org/people/Halleck/sounds/121658/ http://www.freesound.org/people/Halleck/sounds/121623/ http://www.freesound.org/people/Halleck/sounds/121657/ Tire Pop: http://www.freesound.org/people/Gniffelbaf/sounds/82121/ Rim Collision: http://www.freesound.org/people/dheming/sounds/177781/ Rim Scrape: http://www.freesound.org/people/UncleSigmund/sounds/30640/ Tire Air: http://freesound.org/people/Adam_N/sounds/164623/ Glass Break: http://freesound.org/people/m1a2t3z4/sounds/112213/