One of the things that really made it attractive was its simple and practical use of touch screen controls to zoom, pan, rotate, etc. Var handbrakeValue = Mathf.Clamp(Input.Flipaclip was the software that got me into animating. Var steerValue =steeringWheelScript.wheelAngle / steeringWheelScript.maximumAngle SteeringWheelScript=steeringObject.GetComponent(SteeringWheelScript) SteeringObject=GameObject.Find("Steering") Private var steeringWheelScript : SteeringWheelScript My code in CarMain.Js script for more clearance. Var handbrakeValue = Mathf.Clamp(Input.GetAxis("Jump"), 0, 1) Var reverseValue = -1 * Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0) Var forwardValue = Mathf.Clamp(Input.GetAxis("Vertical"), 0, 1) Var steerValue = Mathf.Clamp(Input.GetAxis("Horizontal"), -1, 1) Var handbrakeValue = Mathf.Clamp(CrossPlatformInput.GetAxis("Jump"), 0, 1) Var reverseValue = -1 * Mathf.Clamp(CrossPlatformInput.GetAxis("Vertical"), -1, 0) Var forwardValue = Mathf.Clamp(CrossPlatformInput.GetAxis("Vertical"), 0, 1) Var steerValue = steerAngle.wheelAngle //Mathf.Clamp(CrossPlatformInput.GetAxis("Horizontal"), -1, 1) Static function SendInput(Car : CarControl, reverseRequiresStop : boolean, brakeRelease : boolean) : boolean I understand that this is something to do with static and non static function but how to solve i dont know. I want to pass your "wheelAngle" value in that function but i keep getting error "Īssets/EdyVehiclePhysics/Scripts/CarMain.js(290,26): BCE0020: An instance of type 'CarMain' is required to access non static member 'steerAngle'." I have car control script in which i have static function containing all input code. Its working but i am stuck at linking it to my car control.Can you help? WheelAngle -= wheelNewAngle - wheelTempAngle Įlse if( wheelAngle Mathf.Abs( wheelAngle ) ) WheelAngle += wheelNewAngle - wheelTempAngle If( Vector2.Distance( touchPosition, wheelCenter ) > 20f ) If( t.phase = TouchPhase.Ended || t.phase = TouchPhase.Canceled )įloat wheelNewAngle = Vector2.Angle( Vector2.up, touchPosition - wheelCenter) NOTE: Use GetClampedValue() to get a value in range (both inclusive), and GetAngle() to get the angle of the steering wheel directly (not recommended).Ĭan i attach another GuiTexture as a button for speed of car in your wheel rotation script. changing the Rotation-Z value of the Image does not rotate it awkwardly).Īfter everything is set, add the script below as a component to any GameObject you want and then give the steering wheel Image as value to the UI_Element variable via Inspector. Make sure that the pivot of the Image is set correctly (i.e. Do not add an Event Trigger component to the Image if possible (otherwise, I don't know what will happen). You need to create a UI Image containing the wheel sprite anywhere in your canvas. ![]() There are two versions of the code and you only need to use one of them: I'd like to share with you a simple code to simulate a 2D Steering Wheel for use in (mostly) mobile racing games. UPDATE (): Updated the UI script to work correctly even after screen resolution/orientation changes runtime
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