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Unity3D Car/HandBrake

Car HandBrake effect in Unity

유니티에서 자동차의 핸드 브레이크(사이드 브레이크)의 적용 효과


앞선 내용 참고 : http://micropilot.tistory.com/category/Unity3D%20Car/Wheel%20Suspension


자동차의 핸드 브레이크를 작동하면 뒷 바퀴의 제동이 적용되어 전체 제동거리가 짧아지게 된다. 즉, 보다 빨리 멈출 수 있게 된다


Car.cs

using UnityEngine;

using System.Collections;


public class Car : MonoBehaviour {

// 자동차 바퀴 방향조종을 위한 Transform 4개

public Transform tireTransformFL;

public Transform tireTransformFR;

public Transform tireTransformRL;

public Transform tireTransformRR;

public Transform colliderParentFR;

public Transform colliderParentFL;

public Transform colliderParentRR;

public Transform colliderParentRL;

public WheelCollider colliderFR;

public WheelCollider colliderFL;

public WheelCollider colliderRR;

public WheelCollider colliderRL;

// 바퀴 회전을 위한 Transform

public Transform wheelTransformFL;

public Transform wheelTransformFR;

public Transform wheelTransformRL;

public Transform wheelTransformRR;

// 속도에 따라서 방향전환율을 다르게 적용하기 위한 준비

public float highestSpeed = 500f;

public float lowSpeedSteerAngle = 0.1f;

public float highSpeedStreerAngle = 25f;

// 감속량

public float decSpeed = 7f;

// 속도제한을 위한 변수들

public float currentSpeed;

public float maxSpeed = 350f;    // 전진 최고속도

public float maxRevSpeed = 100f; // 후진 최고속도

// 백라이트 조정

public GameObject brakeLight;

public GameObject reverseLight;

public Material backBrakeIdle;

public Material backBrakeLight;

public Material backReverseIdle;

public Material backReverseLight;

public int maxTorque = 10;

private float prevSteerAngle;

private bool bHandBraked = false;


// Use this for initialization

void Start () {

rigidbody.centerOfMass = new Vector3(0,-0.9f,0.5f); // 무게중심이 높으면 차가 쉽게 전복된다

}

// Update is called once per frame

void FixedUpdate () {

HandBrake ();

Control ();

}

void Update() {

// 앞바퀴 2개를 이동방향으로 향하기

tireTransformFL.Rotate (Vector3.up, colliderFL.steerAngle-prevSteerAngle, Space.World);

tireTransformFR.Rotate (Vector3.up, colliderFR.steerAngle-prevSteerAngle, Space.World);

prevSteerAngle = colliderFR.steerAngle;

WheelSuspension();

}

void Control() {

// 최고속도 제한

// WheelCollider.rpm 전진:+, 후진:-

currentSpeed = 2 * 3.14f * colliderRL.radius * colliderRL.rpm * 60 / 1000;

float direction = Input.GetAxis("Vertical"); //전진:0.1~1, 후진:-0.1~-1

//print ("direction:" + direction);

float torque = maxTorque * direction;

if(!bHandBraked && direction>0 && currentSpeed<maxSpeed) {

//print ("전진");

colliderFR.motorTorque = torque;

colliderFL.motorTorque = torque;

}else if(!bHandBraked && direction<0 && Mathf.Abs(currentSpeed)<maxRevSpeed) {

//print ("후진");

colliderFR.motorTorque = torque;

colliderFL.motorTorque = torque;

}else{

colliderFR.motorTorque = 0;

colliderFL.motorTorque = 0;

}

BackLight ();

// 전후진 키를 누르지 않으면 제동이 걸리도록 한다

if (!Input.GetButton ("Vertical")) {

colliderRR.brakeTorque = decSpeed;

colliderRL.brakeTorque = decSpeed;

reverseLight.renderer.material = backReverseIdle;

brakeLight.renderer.material = backBrakeLight;

} else {

colliderRR.brakeTorque = 0;

colliderRL.brakeTorque = 0;

}

// 속도에 따라 방향전환율을 달리 적용하기 위한 계산

float speedFactor = rigidbody.velocity.magnitude / highestSpeed;

/** Mathf.Lerp(from, to, t) : Linear Interpolation(선형보간)

* from:시작값, to:끝값, t:중간값(0.0 ~ 1.0)

* t가 0이면 from을 리턴, t가 1이면 to 를 리턴함, 0.5라면 from, to 의 중간값이 리턴됨

*/

float steerAngle = Mathf.Lerp (lowSpeedSteerAngle, highSpeedStreerAngle, 1/speedFactor);

//print ("steerAngle:" + steerAngle);

steerAngle *= Input.GetAxis("Horizontal");

//좌우 방향전환

colliderFR.steerAngle = steerAngle;

colliderFL.steerAngle = steerAngle;

// 바퀴회전효과

wheelTransformFL.Rotate (-colliderFL.rpm/60*360 * Time.fixedDeltaTime, 0, 0);

wheelTransformFR.Rotate (-colliderFR.rpm/60*360 * Time.fixedDeltaTime, 0, 0);

wheelTransformRL.Rotate (-colliderRL.rpm/60*360 * Time.fixedDeltaTime, 0, 0);

wheelTransformRR.Rotate (-colliderRR.rpm/60*360 * Time.fixedDeltaTime, 0, 0);

}

// 브레이크 등, 후진 등 점멸제어

void BackLight() { 

float direction = Input.GetAxis("Vertical"); //전진:0.1~1, 후진:-0.1~-1, 아무키도 안눌리면:0


if (direction==1) { //전진

reverseLight.renderer.material = backReverseIdle;

brakeLight.renderer.material = backBrakeIdle;

} else if (direction==-1) {       //후진


reverseLight.renderer.material = backReverseLight;

brakeLight.renderer.material = backBrakeIdle;

}

if (!Input.GetButton ("Vertical")  || bHandBraked) {

reverseLight.renderer.material = backReverseIdle;

brakeLight.renderer.material = backBrakeLight;

}

}

private RaycastHit hit;

private Vector3 wheelPos;

void WheelSuspension() {

if(Physics.Raycast(colliderFR.transform.position, -colliderFR.transform.up,

                  out hit,colliderFR.radius+colliderFR.suspensionDistance)){

wheelPos = hit.point +(colliderFR.radius * colliderFR.transform.up);

print ("지면 충돌");

}else{

wheelPos = colliderFR.transform.position - (colliderFR.transform.up * colliderFR.suspensionDistance);

print ("충돌 아님");

}

wheelPos.y +=3f; // 정상적인 모델이라면 이부분이 없어도 됨

tireTransformFR.position = wheelPos;

if(Physics.Raycast(colliderFL.transform.position, -colliderFL.transform.up,

                  out hit,colliderFL.radius+colliderFL.suspensionDistance)){

wheelPos = hit.point + (colliderFL.radius * colliderFL.transform.up);

}else{

wheelPos = colliderFL.transform.position - (colliderFL.transform.up * colliderFL.suspensionDistance);

}

wheelPos.y +=3f;

tireTransformFL.position = wheelPos;

if(Physics.Raycast(colliderRL.transform.position, -colliderRL.transform.up,

                  out hit,colliderRL.radius+colliderRL.suspensionDistance)){

wheelPos = hit.point + (colliderRL.radius * colliderRL.transform.up);

}else{

wheelPos = colliderRL.transform.position - (colliderRL.transform.up * colliderRL.suspensionDistance);

}

wheelPos.y +=3f;

tireTransformRL.position = wheelPos;

if(Physics.Raycast(colliderRR.transform.position, -colliderRR.transform.up,

                  out hit,colliderRR.radius+colliderRR.suspensionDistance)){

wheelPos = hit.point + (colliderRR.radius * colliderRR.transform.up);

}else{

wheelPos = colliderRR.transform.position - (colliderRR.transform.up * colliderRR.suspensionDistance);

}

wheelPos.y +=3f;

tireTransformRR.position = wheelPos;

}


void HandBrake(){

if(Input.GetButton("Jump")) {

bHandBraked = true;

//print ("핸드브레이크 작동");

colliderFL.motorTorque = 0;

colliderFR.motorTorque = 0;

colliderFL.brakeTorque = 100;

colliderFR.brakeTorque = 100;

colliderRL.brakeTorque = 100;

colliderRR.brakeTorque = 100;

}else{

colliderFL.brakeTorque = 0;

colliderFR.brakeTorque = 0;

colliderRL.brakeTorque = 0;

colliderRR.brakeTorque = 0;

bHandBraked = false;

//print ("핸드브레이크 해제");

}

}

}