Racing_Game/Assets/Scripts/DashboardInputPlayer2.cs
Max_Divizion 821c769a44 c HUD UI
2024-05-17 12:27:32 +03:00

222 lines
6.7 KiB
C#

using UnityEngine;
/// <summary>
/// Receiving inputs from active vehicle on your scene, and feeds dashboard needles, texts, images.
/// </summary>
[AddComponentMenu("BoneCracker Games/Realistic Car Controller/UI/Dashboard Input Player2")]
public class DashboardInputPlayer2 : MonoBehaviour
{
public RCC_CarControllerV3 vehiclePlayer2; // Target vehicle.
public bool autoAssignVehicle = true; // Auto assign target vehicle as player vehicle from the RCC_SceneManager.
// Needles.
[Header("Needles")]
public GameObject RPMNeedle;
public GameObject KMHNeedle;
public GameObject turboGauge;
public GameObject turboNeedle;
public GameObject NOSGauge;
public GameObject NoSNeedle;
public GameObject heatGauge;
public GameObject heatNeedle;
public GameObject fuelGauge;
public GameObject fuelNeedle;
// Needle rotations.
private float RPMNeedleRotation = 0f;
private float KMHNeedleRotation = 0f;
private float BoostNeedleRotation = 0f;
private float NoSNeedleRotation = 0f;
private float heatNeedleRotation = 0f;
private float fuelNeedleRotation = 0f;
// Variables of the player vehicle.
[HideInInspector] public float RPM;
[HideInInspector] public float KMH;
[HideInInspector] public int direction = 1;
[HideInInspector] public float Gear;
[HideInInspector] public bool changingGear = false;
[HideInInspector] public bool NGear = false;
[HideInInspector] public bool ABS = false;
[HideInInspector] public bool ESP = false;
[HideInInspector] public bool Park = false;
[HideInInspector] public bool Headlights = false;
[HideInInspector] public RCC_CarControllerV3.IndicatorsOn indicators;
private void Update()
{
if (autoAssignVehicle && RCC_SceneManager.Instance.activePlayerVehicle)
vehiclePlayer2 = RCC_SceneManager.Instance.activePlayerVehicle;
else
vehiclePlayer2 = null;
// If no any player vehicle, return.
if (!vehiclePlayer2)
return;
// If player vehicle is not controllable or controlled by AI, return.
if (!vehiclePlayer2.canControl || vehiclePlayer2.externalController)
return;
// If nos gauge is selected, enable or disable gauge related to vehicle.
if (NOSGauge)
{
if (vehiclePlayer2.useNOS)
{
if (!NOSGauge.activeSelf)
NOSGauge.SetActive(true);
}
else
{
if (NOSGauge.activeSelf)
NOSGauge.SetActive(false);
}
}
// If turbo gauge is selected, enable or disable turbo gauge related to vehicle.
if (turboGauge)
{
if (vehiclePlayer2.useTurbo)
{
if (!turboGauge.activeSelf)
turboGauge.SetActive(true);
}
else
{
if (turboGauge.activeSelf)
turboGauge.SetActive(false);
}
}
// If heat gauge is selected, enable or disable heat gauge related to vehicle.
if (heatGauge)
{
if (vehiclePlayer2.useEngineHeat)
{
if (!heatGauge.activeSelf)
heatGauge.SetActive(true);
}
else
{
if (heatGauge.activeSelf)
heatGauge.SetActive(false);
}
}
// If fuel gauge is selected, enable or disable fuel gauge related to vehicle.
if (fuelGauge)
{
if (vehiclePlayer2.useFuelConsumption)
{
if (!fuelGauge.activeSelf)
fuelGauge.SetActive(true);
}
else
{
if (fuelGauge.activeSelf)
fuelGauge.SetActive(false);
}
}
// Getting variables from the player vehicle.
RPM = vehiclePlayer2.engineRPM;
KMH = vehiclePlayer2.speed;
direction = vehiclePlayer2.direction;
Gear = vehiclePlayer2.currentGear;
changingGear = vehiclePlayer2.changingGear;
NGear = vehiclePlayer2.NGear;
ABS = vehiclePlayer2.ABSAct;
ESP = vehiclePlayer2.ESPAct;
Park = vehiclePlayer2.handbrakeInput > .1f ? true : false;
Headlights = vehiclePlayer2.lowBeamHeadLightsOn || vehiclePlayer2.highBeamHeadLightsOn;
indicators = vehiclePlayer2.indicatorsOn;
// If RPM needle is selected, assign rotation of the needle.
if (RPMNeedle)
{
RPMNeedleRotation = (vehiclePlayer2.engineRPM / 50f);
RPMNeedleRotation = Mathf.Clamp(RPMNeedleRotation, 0f, 180f);
RPMNeedle.transform.eulerAngles = new Vector3(RPMNeedle.transform.eulerAngles.x, RPMNeedle.transform.eulerAngles.y, -RPMNeedleRotation);
}
// If KMH needle is selected, assign rotation of the needle.
if (KMHNeedle)
{
if (RCC_Settings.Instance.units == RCC_Settings.Units.KMH)
KMHNeedleRotation = (vehiclePlayer2.speed);
else
KMHNeedleRotation = (vehiclePlayer2.speed * 0.62f);
KMHNeedle.transform.eulerAngles = new Vector3(KMHNeedle.transform.eulerAngles.x, KMHNeedle.transform.eulerAngles.y, -KMHNeedleRotation);
}
// If turbo needle is selected, assign rotation of the needle.
if (turboNeedle)
{
BoostNeedleRotation = (vehiclePlayer2.turboBoost / 30f) * 270f;
turboNeedle.transform.eulerAngles = new Vector3(turboNeedle.transform.eulerAngles.x, turboNeedle.transform.eulerAngles.y, -BoostNeedleRotation);
}
// If nos needle is selected, assign rotation of the needle.
if (NoSNeedle)
{
NoSNeedleRotation = (vehiclePlayer2.NoS / 100f) * 270f;
NoSNeedle.transform.eulerAngles = new Vector3(NoSNeedle.transform.eulerAngles.x, NoSNeedle.transform.eulerAngles.y, -NoSNeedleRotation);
}
// If heat needle is selected, assign rotation of the needle.
if (heatNeedle)
{
heatNeedleRotation = (vehiclePlayer2.engineHeat / 110f) * 270f;
heatNeedle.transform.eulerAngles = new Vector3(heatNeedle.transform.eulerAngles.x, heatNeedle.transform.eulerAngles.y, -heatNeedleRotation);
}
// If fuel needle is selected, assign rotation of the needle.
if (fuelNeedle)
{
fuelNeedleRotation = (vehiclePlayer2.fuelTank / vehiclePlayer2.fuelTankCapacity) * 270f;
fuelNeedle.transform.eulerAngles = new Vector3(fuelNeedle.transform.eulerAngles.x, fuelNeedle.transform.eulerAngles.y, -fuelNeedleRotation);
}
}
}