unity3d赛车游戏视频教程

本人录制的一个系列的视频教程,尽量加快的讲解速度,以期节约大家的时间。。。。内容绝对是中文的,,期待大家的回复。

下载链接:http://pan.baidu.com/s/1kTIc8sf  密码:8y3l

代码如下:

1. 摄像头跟随

using UnityEngine;
using System.Collections;

public class CameraFollowScript : MonoBehaviour {

	public GameObject car;
	public float distance = 5;
	public float heightDiff = 3;

	public float angleDamping = 1.5f; // 缓冲系数
	public float heightDamping = 1f;

	public float defaultFOV = 60;
	public float zoomRatio = 1.2f;

	private float dstAngleWithDirection = 0;

	// Use this for initialization
	void Start () {
	
	}	
	// Update is called once per frame
	void Update () {
		float myH = transform.position.y;
		float dstH = car.transform.position.y + heightDiff;
		float retH = Mathf.Lerp(myH, dstH, heightDamping * Time.deltaTime);

		float myAngle =  transform.eulerAngles.y;
		float dstAngle = dstAngleWithDirection;
		float retAngle = Mathf.LerpAngle(myAngle, dstAngle, angleDamping * Time.deltaTime);
		Quaternion retRotation = Quaternion.Euler(0, retAngle, 0);

		transform.position = car.transform.position;
		transform.position -= (retRotation * Vector3.forward * distance);
		Vector3 temp = transform.position;
		temp.y = retH;
		transform.position = temp;

		transform.LookAt(car.transform);
	}

	void FixedUpdate()
	{
		Vector3 v = car.rigidbody.velocity;
		//Vector3 faceDirection = car.transform.forward;
		//float dot = Vector3.Dot(v, faceDirection); // 点积
		Vector3 carLocalV = car.transform.InverseTransformDirection(v);

		float dstAnleY = car.transform.eulerAngles.y;
		if ( carLocalV.z < -0.01f ) 
			dstAngleWithDirection = dstAnleY + 180;
		else
			dstAngleWithDirection = dstAnleY;

		float speed = v.magnitude;
		camera.fieldOfView = defaultFOV + speed * zoomRatio;
	}
}



中间插上视频列表的截图

技术分享
2. 汽车的控制

using UnityEngine;
using System.Collections;

public class CarMoveController : MonoBehaviour {

	public WheelCollider wheelFL;
	public WheelCollider wheelFR;
	public WheelCollider wheelRL; // rear  left
	public WheelCollider wheelRR;

	public Transform wheelFLTransform; 
	public Transform wheelFRTransform; 
	public Transform wheelRLTransform; 
	public Transform wheelRRTransform; 

	public float MAXTORQUE = 50;
	public float MaxAngleAtLowSpeed = 10f;
	public float MaxAngleAtHighSpeed = 1f;
    public float maxBrakeTorque = 100f;

    public float slipForwardStiff = 0.04f;
    public float slipSteerStiff = 0.025f;

    public float initForwardStiff;
    public float initSteerStiff;

    // audio control
    public int gearCount = 4;
    public float minGearSoundPitch = 1.0f;
    public float maxGearSoundPitch = 3.0f;

    public AudioSource brakeAudioSource;

	public float highSpeed = 50;
	//private
    public  float curSpeed;
    public int curGearLevel;

    private float initRotationFL = 0f;
    private float initRotationFR = 0f;
    private bool braked = false;
    private float MAX_VILOCITY_FOR_STEER = 40f;
    private float[] gearLevelSpeed;


	// Use this for initialization
	void Start () {
		Vector3 temp = rigidbody.centerOfMass;
		temp.y -= 0.8f;
		rigidbody.centerOfMass = temp;

        initForwardStiff = wheelRL.forwardFriction.stiffness;
        initSteerStiff = wheelRL.sidewaysFriction.stiffness;

        SeperateGearSpeedLevel();
	}

    private void SeperateGearSpeedLevel()
    {
        float gearRange = highSpeed / gearCount;

        gearLevelSpeed = new float[gearCount + 1];

        gearLevelSpeed[0] = 0f;

        for (int i = 0; i < gearCount; i ++)
        {
            gearLevelSpeed[i + 1] = gearRange * (i + 1);
        }
    }	

	void FixedUpdate () {
		float v = Input.GetAxis("Vertical");
		float h = Input.GetAxis("Horizontal");

		curSpeed = rigidbody.velocity.magnitude;
		if( curSpeed < highSpeed )
		{
			wheelRL.motorTorque = MAXTORQUE * v;//力矩
			wheelRR.motorTorque = MAXTORQUE * v;//力矩
		}
		else
		{
			wheelRL.motorTorque = 0;//力矩
			wheelRR.motorTorque = 0;//力矩
		}

		float speedFactor = rigidbody.velocity.magnitude / MAX_VILOCITY_FOR_STEER;
		float steerFacter = Mathf.Lerp(MaxAngleAtLowSpeed, MaxAngleAtHighSpeed, speedFactor);

		wheelFL.steerAngle = steerFacter * h; // 方向的偏移角度
		wheelFR.steerAngle = steerFacter * h;

        HandBrake();
	}

    private void HandBrake()
    {
        braked = false;
        if (Input.GetButton("Jump"))
        {
            braked = true;
        }

        if (braked)
        {
            wheelFL.brakeTorque = maxBrakeTorque;
            wheelFR.brakeTorque = maxBrakeTorque;

            wheelRL.motorTorque = 0;
            wheelRR.motorTorque = 0;

            SetWheelFrictionStiff(wheelRL, slipForwardStiff, slipSteerStiff);
            SetWheelFrictionStiff(wheelRR, slipForwardStiff, slipSteerStiff);
        }
        else
        {
            wheelFL.brakeTorque = 0;
            wheelFR.brakeTorque = 0;

            SetWheelFrictionStiff(wheelRL, initForwardStiff, initSteerStiff);
            SetWheelFrictionStiff(wheelRR, initForwardStiff, initSteerStiff);
        }

       
    }

    private void SetWheelFrictionStiff(WheelCollider wheelRL, float slipForwardStiff, float slipSteerStiff)
    {
        WheelFrictionCurve temp = wheelRL.forwardFriction;
        temp.stiffness = slipForwardStiff;
        wheelRL.forwardFriction = temp;

        temp = wheelRL.sidewaysFriction;
        temp.stiffness = slipSteerStiff;
        wheelRL.sidewaysFriction = temp;
    }
    
	void Update(){
		initRotationFL += wheelFL.rpm * 360 * Time.deltaTime/ 60;
		initRotationFL = Mathf.Repeat(initRotationFL, 360);
		setFinalRotation(wheelFLTransform, initRotationFL, wheelFL.steerAngle);

		initRotationFR += wheelFR.rpm * 360 * Time.deltaTime/ 60;
		initRotationFR = Mathf.Repeat(initRotationFR, 360);
		setFinalRotation(wheelFRTransform, initRotationFR, wheelFR.steerAngle);
		//wheelFLTransform.Rotate(, 0, 0);  // round per minute
		//wheelFRTransform.Rotate(wheelFR.rpm * 360 * Time.deltaTime/ 60, 0, 0);  // round per minute
		wheelRLTransform.Rotate(wheelRL.rpm * 360 * Time.deltaTime/ 60, 0, 0);  // round per minute
		wheelRRTransform.Rotate(wheelRR.rpm * 360 * Time.deltaTime/ 60, 0, 0);  // round per minute

        // relative distance of wheel and car body
        SetWheelPos(wheelFRTransform, wheelFR);
        SetWheelPos(wheelFLTransform, wheelFL);
        SetWheelPos(wheelRRTransform, wheelRR);
        SetWheelPos(wheelRLTransform, wheelRL);

        EngineSound(curSpeed);


	}
    private void EngineSound(float curSpeed)
    {
        //gearLevelSpeed
        float gearMinSpeed = 0;
        float gearMaxSpeed = 20;

        for (int i = 0; i < gearLevelSpeed.Length; i ++)
        {
            if (curSpeed >= gearLevelSpeed[i] && curSpeed < gearLevelSpeed[i + 1] + 2)
            {
                gearMinSpeed = gearLevelSpeed[i];
                gearMaxSpeed = gearLevelSpeed[i + 1];

                curGearLevel = i;
                break;
            }
        }

        float ratio = (curSpeed - gearMinSpeed) / (gearMaxSpeed - gearMinSpeed);
        ratio = ratio > 1 ? 1 : ratio;

        audio.pitch = minGearSoundPitch + ratio * (maxGearSoundPitch - minGearSoundPitch);



         if (braked && curSpeed > 0.2f)
        {
            if (!brakeAudioSource.isPlaying)
                brakeAudioSource.Play();
        }
        else
        {
            brakeAudioSource.Stop();
        }
    }

    private void SetWheelPos(Transform wheelFRTransform, WheelCollider wheelFR)
    {
        RaycastHit hitPoint;
        bool isGrounded = Physics.Raycast(wheelFR.transform.position, -1 * wheelFR.transform.up, out hitPoint,
            wheelFR.radius + wheelFR.suspensionDistance);

        if (isGrounded)
        {
            if ((hitPoint.point - wheelFR.transform.position).sqrMagnitude < 0.16f)
            {
                wheelFRTransform.position = wheelFR.transform.position;
            }
            else
            {
                wheelFRTransform.position = hitPoint.point + wheelFR.transform.up * wheelFR.radius;
            }

        }
        else
        {
            wheelFRTransform.position = wheelFR.transform.position - wheelFR.transform.up * wheelFR.suspensionDistance;
        }
    }    
	void setFinalRotation(Transform trans, float angle, float yAngle){
		Vector3 ea = new Vector3(angle, yAngle, 0);
		trans.localRotation = Quaternion.Euler(ea);
	}
}


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