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Assets/RealisticCarControllerV3/Scripts/RCC_DashboardInputs.cs
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208
Assets/RealisticCarControllerV3/Scripts/RCC_DashboardInputs.cs
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//----------------------------------------------
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// Realistic Car Controller
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//
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// Copyright © 2014 - 2023 BoneCracker Games
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// https://www.bonecrackergames.com
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// Buğra Özdoğanlar
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//
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//----------------------------------------------
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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/// <summary>
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/// Receiving inputs from active vehicle on your scene, and feeds dashboard needles, texts, images.
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/// </summary>
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[AddComponentMenu("BoneCracker Games/Realistic Car Controller/UI/RCC UI Dashboard Inputs")]
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public class RCC_DashboardInputs : MonoBehaviour {
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public RCC_CarControllerV3 vehicle; // Target vehicle.
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public bool autoAssignVehicle = true; // Auto assign target vehicle as player vehicle from the RCC_SceneManager.
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// Needles.
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[Header("Needles")]
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public GameObject RPMNeedle;
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public GameObject KMHNeedle;
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public GameObject turboGauge;
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public GameObject turboNeedle;
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public GameObject NOSGauge;
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public GameObject NoSNeedle;
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public GameObject heatGauge;
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public GameObject heatNeedle;
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public GameObject fuelGauge;
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public GameObject fuelNeedle;
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// Needle rotations.
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private float RPMNeedleRotation = 0f;
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private float KMHNeedleRotation = 0f;
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private float BoostNeedleRotation = 0f;
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private float NoSNeedleRotation = 0f;
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private float heatNeedleRotation = 0f;
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private float fuelNeedleRotation = 0f;
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// Variables of the player vehicle.
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[HideInInspector] public float RPM;
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[HideInInspector] public float KMH;
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[HideInInspector] public int direction = 1;
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[HideInInspector] public float Gear;
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[HideInInspector] public bool changingGear = false;
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[HideInInspector] public bool NGear = false;
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[HideInInspector] public bool ABS = false;
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[HideInInspector] public bool ESP = false;
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[HideInInspector] public bool Park = false;
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[HideInInspector] public bool Headlights = false;
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[HideInInspector] public RCC_CarControllerV3.IndicatorsOn indicators;
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private void Update() {
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if (autoAssignVehicle && RCC_SceneManager.Instance.activePlayerVehicle)
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vehicle = RCC_SceneManager.Instance.activePlayerVehicle;
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else
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vehicle = null;
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// If no any player vehicle, return.
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if (!vehicle)
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return;
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// If player vehicle is not controllable or controlled by AI, return.
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if (!vehicle.canControl || vehicle.externalController)
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return;
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// If nos gauge is selected, enable or disable gauge related to vehicle.
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if (NOSGauge) {
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if (vehicle.useNOS) {
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if (!NOSGauge.activeSelf)
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NOSGauge.SetActive(true);
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} else {
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if (NOSGauge.activeSelf)
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NOSGauge.SetActive(false);
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}
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}
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// If turbo gauge is selected, enable or disable turbo gauge related to vehicle.
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if (turboGauge) {
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if (vehicle.useTurbo) {
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if (!turboGauge.activeSelf)
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turboGauge.SetActive(true);
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} else {
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if (turboGauge.activeSelf)
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turboGauge.SetActive(false);
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}
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}
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// If heat gauge is selected, enable or disable heat gauge related to vehicle.
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if (heatGauge) {
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if (vehicle.useEngineHeat) {
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if (!heatGauge.activeSelf)
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heatGauge.SetActive(true);
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} else {
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if (heatGauge.activeSelf)
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heatGauge.SetActive(false);
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}
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}
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// If fuel gauge is selected, enable or disable fuel gauge related to vehicle.
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if (fuelGauge) {
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if (vehicle.useFuelConsumption) {
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if (!fuelGauge.activeSelf)
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fuelGauge.SetActive(true);
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} else {
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if (fuelGauge.activeSelf)
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fuelGauge.SetActive(false);
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}
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}
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// Getting variables from the player vehicle.
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RPM = vehicle.engineRPM;
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KMH = vehicle.speed;
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direction = vehicle.direction;
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Gear = vehicle.currentGear;
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changingGear = vehicle.changingGear;
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NGear = vehicle.NGear;
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ABS = vehicle.ABSAct;
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ESP = vehicle.ESPAct;
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Park = vehicle.handbrakeInput > .1f ? true : false;
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Headlights = vehicle.lowBeamHeadLightsOn || vehicle.highBeamHeadLightsOn;
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indicators = vehicle.indicatorsOn;
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// If RPM needle is selected, assign rotation of the needle.
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if (RPMNeedle) {
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RPMNeedleRotation = (vehicle.engineRPM / 50f);
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RPMNeedleRotation = Mathf.Clamp(RPMNeedleRotation, 0f, 180f);
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RPMNeedle.transform.eulerAngles = new Vector3(RPMNeedle.transform.eulerAngles.x, RPMNeedle.transform.eulerAngles.y, -RPMNeedleRotation);
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}
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// If KMH needle is selected, assign rotation of the needle.
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if (KMHNeedle) {
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if (RCC_Settings.Instance.units == RCC_Settings.Units.KMH)
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KMHNeedleRotation = (vehicle.speed);
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else
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KMHNeedleRotation = (vehicle.speed * 0.62f);
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KMHNeedle.transform.eulerAngles = new Vector3(KMHNeedle.transform.eulerAngles.x, KMHNeedle.transform.eulerAngles.y, -KMHNeedleRotation);
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}
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// If turbo needle is selected, assign rotation of the needle.
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if (turboNeedle) {
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BoostNeedleRotation = (vehicle.turboBoost / 30f) * 270f;
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turboNeedle.transform.eulerAngles = new Vector3(turboNeedle.transform.eulerAngles.x, turboNeedle.transform.eulerAngles.y, -BoostNeedleRotation);
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}
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// If nos needle is selected, assign rotation of the needle.
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if (NoSNeedle) {
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NoSNeedleRotation = (vehicle.NoS / 100f) * 270f;
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NoSNeedle.transform.eulerAngles = new Vector3(NoSNeedle.transform.eulerAngles.x, NoSNeedle.transform.eulerAngles.y, -NoSNeedleRotation);
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}
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// If heat needle is selected, assign rotation of the needle.
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if (heatNeedle) {
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heatNeedleRotation = (vehicle.engineHeat / 110f) * 270f;
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heatNeedle.transform.eulerAngles = new Vector3(heatNeedle.transform.eulerAngles.x, heatNeedle.transform.eulerAngles.y, -heatNeedleRotation);
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}
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// If fuel needle is selected, assign rotation of the needle.
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if (fuelNeedle) {
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fuelNeedleRotation = (vehicle.fuelTank / vehicle.fuelTankCapacity) * 270f;
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fuelNeedle.transform.eulerAngles = new Vector3(fuelNeedle.transform.eulerAngles.x, fuelNeedle.transform.eulerAngles.y, -fuelNeedleRotation);
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}
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}
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}
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