using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static.Vector3;
using static.Quaternion;
public class NewBehaviourScript : MonoBehaviour
{
public WheelCollider WheelPP;
public WheelCollider WheelLP;
public WheelCollider WheelPT;
public WheelCollider WheelLT;
public GameObject PP;
public GameObject LP;
public GameObject PT;
public GameObject LT;
public float topSpeed = 250f;
public float maxTorque = 200f;
private float Foward;
private float Turn;
private float Brake;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate()
{
Foward = Input.GetAxis("Vertical");
Turn = Input.GetAxis("Horizontal");
Brake = Input.GetAxis("Jump");
WheelPP.steerAngle = maxSteerAngle = Turn;
WheelLP.steerAngle = maxSteerAngle = Turn;
currentSpeed = 2 * 22 / 7 * WheelLT.radius * WheelLT.rpm * 60 / 1000;
if(currentSpeed < topSpeed)
{
WheelLT.motorTorque = maxTorque * Foward;
WheelPT.motorTorque = maxTorque * Foward;
}
WheelLT.brakeTorque = maxBrakeTorque * Brake;
WheelPT.brakeTorque = maxBrakeTorque * Brake;
WheelLP.brakeTorque = maxBrakeTorque * Brake;
WheelPP.brakeTorque = maxBrakeTorque * Brake;
}
void Update()
{
Quaternion lpq;
Vector lpv;
WheelLP.GetWorldPose(out lpv,out lpq);
LP.transform.position = lpv;
LP.transform.position = lpq;
Quaternion ltq;
Vector ltv;
WheelLP.GetWorldPose(out ltv,out ltq);
LT.transform.position = ltv;
LT.transform.position = ltq;
Quaternion ppq;
Vector ppv;
WheelLP.GetWorldPose(out ppv,out ppq);
PP.transform.position = ppv;
PP.transform.position = ppq;
Quaternion ptq;
Vector ptv;
WheelLP.GetWorldPose(out ptv,out ptq);
PT.transform.position = ptv;
PT.transform.position = ptq;
}
}