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Question by
mukesh · Dec 19, 2013 at 07:23 AM ·
tileaccelerometerbike
character up-down using tilt ,not left -right
***
/*
* note: In Unity4 accelerometer axis is changed.
* you'll need to change everywhere "Input.acceleration.y" to "Input.acceleration.x"
*/
#pragma strict
//if this is activated the controlls will be got from touches else it'll be keyboard or joystick buttons
public var forMobile : boolean = false;
//used for mobile to detect which button was touched
public var throttleTexture : GUITexture;
public var brakeTexture : GUITexture;
public var leftTexture : GUITexture;
public var rightTexture : GUITexture;
//used to determine when player is crashed
public static var crash : boolean = false;
public static var crashed : boolean = false;
//used to enable/disable motorcycle controlling
public static var isControllable : boolean = true;
//used to count scores
public static var score : int = 0;
public var is2D : boolean = false;
public var usingAccelerometer : boolean = false;
//used to change motorcycle characteristics
public var body : Rigidbody;
public var frontFork : Transform;
public var frontWheel : Transform;
public var rearFork : Transform;
public var rearWheel : Transform;
public var speed : float = 60.0f;
public var groundedWeightFactor : float = 20.0f;
public var inAirRotationSpeed : float = 10.0f;
public var wheelieStrength : float = 15.0f;
//used to attach biker's bones to motorcycle positions so the biker will follow the motorcycle
public var hips : Transform;
public var leftHand : Transform;
public var rightHand : Transform;
public var leftFoot : Transform;
public var rightFoot : Transform;
public var hipsPosition : Transform;
public var leftFootPosition : Transform;
public var leftHandPosition : Transform;
public var rightFootPosition : Transform;
public var rightHandPosition : Transform;
//-------------------------------------------
//used to start/stop dirt particles
public var dirt : ParticleSystem;
//used for showing score particles when flips are done
public var backflipParticle : ParticleSystem;
public var frontflipParticle : ParticleSystem;
//used to show scores
public var scoreText : GUIText;
public var scoreTextColor : Color;
//used to determine if motorcycle is grounded or in air
private var hit : RaycastHit;
private var onGround : boolean = false;
private var inAir : boolean = false;
//used to manipulate engine sound pitch
private var audioSource : AudioSource;
private var pitch : float;
//used to allign biker to motorcycle
private var tempPosition : Vector3;
private var smooth : float = 0.0f;
//used to determine when flip is done
private var flip : boolean = false;
//used for knowing input
private var accelerate : boolean = false;
private var brake : boolean = false;
private var left : boolean = false;
private var right : boolean = false;
private var leftORright : boolean = false;
//start function is called once when game starts
function Start ()
{
Input.multiTouchEnabled = true;
//reset static variables
crash = false;
crashed = false;
isControllable = true;
score = 0;
tempPosition = hipsPosition.position;
//change score text color
scoreText.material.color = scoreTextColor;
//adding motorcycle body as a follow target for camera
if(is2D)//if there is activated is2D checkbox on motorcycle, than you need to assign "CameraFollow2DJS" script to camera
Camera.main.GetComponent.<CameraFollow2DJS>().target = body.transform;
else
Camera.main.GetComponent.<SmoothFollow>().target = body.transform;
//ignoring collision between motorcycle wheels and body
Physics.IgnoreCollision (frontWheel.collider, body.collider);
Physics.IgnoreCollision (rearWheel.collider, body.collider);
//ignoring collision between motorcycle and ragdoll
Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Motorcycle"), LayerMask.NameToLayer ("Ragdoll"),true);
//ignoring collision between motorcycle colliders
Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Motorcycle"), LayerMask.NameToLayer ("Motorcycle"),true);
//used to manipulate engine sound pitch
audioSource = body.GetComponent.<AudioSource>();
//setting rear wheel max angular rotation speed
rearWheel.GetComponent.<Rigidbody> ().maxAngularVelocity = speed;
}
// Update is called once per frame
function Update()
{
if(isControllable)
{
if(forMobile)
{
var touches = Input.touches;
accelerate = false;
brake = false;
left = false;
right = false;
leftORright = false;
//use accelerometer for rotatin motorcycle left and right
if(usingAccelerometer)
{
if(Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight)
{
if(Input.acceleration.y > 0.07f)
left = true;
else if(Input.acceleration.y < -0.07f)
right = true;
if(left || right) //left or right button is touched
leftORright = true;
}
}
//detect which mobile buttons are pressed and make decisions accordingly
for (var touch in touches)
{
if(touch.phase != TouchPhase.Canceled && touch.phase != TouchPhase.Ended)
{
if(throttleTexture.HitTest (touch.position)) //if touch position is inside throttle texture
accelerate = true;
if(brakeTexture.HitTest (touch.position)) //if touch position is inside brake texture
brake = true;
if(leftTexture.HitTest (touch.position)) //left button is touched
left = true;
if(rightTexture.HitTest (touch.position)) //right button is touched
right = true;
if(left || right) //left or right button is touched
leftORright = true;
}
}
if(Input.touchCount == 0)
{
}
}
else
{
//detect which keys are pressed. keys relevant to "Horizontal" and "Vertical" keywords are set in: Edit -> Project Settings -> Input
if(Input.GetAxisRaw("Horizontal") != 0)
leftORright = true;
else
leftORright = false;
if(Input.GetAxisRaw("Horizontal") > 0)
right = true;
else
right = false;
if(Input.GetAxisRaw("Horizontal") < 0)
left = true;
else
left = false;
if(Input.GetAxisRaw("Vertical") > 0 || Input.GetKey (KeyCode.Joystick1Button2))
accelerate = true;
else
accelerate = false;
if(Input.GetAxisRaw("Vertical") < 0 || Input.GetKey (KeyCode.Joystick1Button1))
brake = true;
else
brake = false;
//----------------------------------
}
if(body.rotation.eulerAngles.z > 210 && body.rotation.eulerAngles.z < 220)
flip = true;
if(body.rotation.eulerAngles.z > 320 && flip) //backflip is done
{
flip = false;
backflipParticle.Emit(1);
score += 100;
scoreText.text = "SCORE : " + score;
}
if(body.rotation.eulerAngles.z < 30 && flip) //frontflip is done
{
flip = false;
frontflipParticle.Emit(1);
score += 150;
scoreText.text = "SCORE : " + score;
}
//if any horizontal key (determined in edit -> project settings -> input) is pressed or if "formobile" is activated, left or right buttons are touched or accelerometer is used
if(leftORright)
{
if(right)//right horizontal key is pressed or if "formobile" is activated, right button is touched or using accelerometer
tempPosition = Vector3.Lerp (tempPosition, hipsPosition.position + new Vector3(0.1f,0.1f,0f), smooth); //aligning bikers hips position to motorcycle to illustrate stand effect
if(left)//left horizontal key is pressed or left button is touched on mobile or using accelerometer
tempPosition = Vector3.Lerp (tempPosition, hipsPosition.position - new Vector3(0.1f,-0.05f,0f), smooth); //illustrating back lean
}
else tempPosition = Vector3.Lerp (tempPosition, hipsPosition.position, smooth); //used to smoothly follow biker's hips to motorcycle
//changing engine sound pitch depending rear wheel rotational speed
if(accelerate)
{
pitch = rearWheel.rigidbody.angularVelocity.sqrMagnitude / speed;
pitch *= Time.deltaTime * 2;
pitch = Mathf.Clamp (pitch + 1, 0.5f,1.8f);
}
else
pitch = Mathf.Clamp (pitch - Time.deltaTime * 2, 0.5f, 1.8f);
}
else if(!crashed) tempPosition = Vector3.Lerp (tempPosition, hipsPosition.position, smooth); //used to smoothly follow biker's hips to motorcycle
if(crash && !crashed) //if player just crashed
{
if(is2D)//if there is activated is2D checkbox on motorcycle, than you need to assign "CameraFollow2D.cs" script to camera
Camera.main.GetComponent.<CameraFollow2DJS>().target = hips.transform; //make camera to follow biker's hips
else
Camera.main.GetComponent.<SmoothFollow>().target = hips.transform; //make camera to follow biker's hips
//make bones not kinematic, so biker detaches from motorcycle
hips.rigidbody.isKinematic = false;
leftHand.rigidbody.isKinematic = false;
rightHand.rigidbody.isKinematic = false;
leftFoot.rigidbody.isKinematic = false;
rightFoot.rigidbody.isKinematic = false;
//add velocity to biker depending motorcycle speed
hips.rigidbody.velocity = body.rigidbody.velocity * 5;
hips.rigidbody.angularVelocity = body.rigidbody.angularVelocity * 5;
//turn on collision between ragdoll and motorcycle
Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Motorcycle"), LayerMask.NameToLayer ("Ragdoll"),false);
if(!is2D) //disable all physics constraints if 2D isn't activated for motorcycle in inspector menu, so physics calculation will occur on all axis
{
hips.rigidbody.constraints = RigidbodyConstraints.None;
body.constraints = RigidbodyConstraints.None;
frontFork.rigidbody.constraints = RigidbodyConstraints.None;
frontWheel.rigidbody.constraints = RigidbodyConstraints.None;
rearFork.rigidbody.constraints = RigidbodyConstraints.None;
rearWheel.rigidbody.constraints = RigidbodyConstraints.None;
}
isControllable = false;
crashed = true;
}
else if(!crashed) //if we aren't crashed, aligning biker's bones to motorcycle positions, so biker will follow to motorcycle
{
hips.position = tempPosition;
hips.rotation = hipsPosition.rotation;
leftHand.position = leftHandPosition.position;
rightHand.position = rightHandPosition.position;
leftFoot.position = leftFootPosition.position;
rightFoot.position = rightFootPosition.position;
}
//manipulating engine sound pitch
pitch = Mathf.Clamp (pitch - Time.deltaTime * 2, 0.5f, 1.8f);
audioSource.pitch = pitch;
//if player is crashed and "R" is pressed or touch is detected on mobile, than restart current level
if((Input.GetKeyDown (KeyCode.R) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)) && crashed)
Application.LoadLevel (Application.loadedLevel);
}
//physics are calculated in FixedUpdate function
function FixedUpdate ()
{
if(isControllable){
smooth = Mathf.Clamp (Time.deltaTime * body.velocity.sqrMagnitude * 2, 0.3f, 1);
if (accelerate)
{
rearWheel.rigidbody.freezeRotation = false; //allow rotation to rear wheel
rearWheel.rigidbody.AddTorque (new Vector3 (0, 0, -speed * Time.deltaTime),ForceMode.Impulse); //add rotational speed to rear wheel
if(onGround)//if motorcycle is standing on object tagged as "Ground"
{
if(!dirt.isPlaying)
dirt.Play (); //play dirt particle
dirt.transform.position = rearWheel.position; //allign dirt to rear wheel
} else dirt.Stop ();
} else dirt.Stop ();
if(brake)
rearWheel.rigidbody.freezeRotation = true; //disable rotation for rear wheel if player is braking
else
rearWheel.rigidbody.freezeRotation = false; //enable rotation for rear wheel if player isn't braking
if (left) { //left horizontal key (determined in edit -> project settings -> input) is pressed or left button is touched on mobile if "formobile" is activated or using accelerometer
if (!inAir) { //rotate left the motorcycle body
body.AddTorque (new Vector3 (0, 0, (forMobile ? Mathf.Abs(Input.acceleration.y) : 1) * groundedWeightFactor * 100 * Time.deltaTime));
body.AddForceAtPosition (body.transform.up * (forMobile ? Mathf.Abs(Input.acceleration.y) : 1) * wheelieStrength * body.velocity.sqrMagnitude/100,
new Vector3 (frontWheel.position.x, frontWheel.position.y - 0.5f, body.transform.position.z));//add wheelie effect
} else {
body.AddTorque (new Vector3 (0, 0, (forMobile ? Mathf.Abs(Input.acceleration.y) : 1) * inAirRotationSpeed * 100 * Time.deltaTime));
}
} else if (right) { //right horizontal key is pressed or right button is touched on mobile
if (!inAir) { //rotate right the motorcycle body
body.AddTorque (new Vector3 (0, 0, (forMobile ? Mathf.Abs(Input.acceleration.y) : 1) * -groundedWeightFactor * 100 * Time.deltaTime));
} else {
body.AddTorque (new Vector3 (0, 0, (forMobile ? Mathf.Abs(Input.acceleration.y) : 1) * -inAirRotationSpeed * 100 * Time.deltaTime));
}
}
if(Physics.Raycast(rearWheel.position, -body.transform.up, hit, rearWheel.collider.bounds.extents.y + 0.2f)) // cast ray to know if motorcycle is in air or grounded
{
if(hit.collider.tag == "Ground") //if motorcycle is standig on object taged as "Ground"
onGround = true;
else
onGround = false;
inAir = false;
}
else
{
onGround = false;
inAir = true;
}
}
else dirt.Stop ();
}
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