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a/Assets/ShipControls.cs +++ b/Assets/ShipControls.cs @@ -1,120 +1,150 @@ using UnityEngine; -public class ShipControls : MonoBehaviour -{ - //Use to switch between Force Modes +public class ShipControls : MonoBehaviour { enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange }; ModeSwitching m_ModeSwitching; - Vector3 m_StartPos, m_StartForce; - Vector3 m_NewForce; + Vector3 m_StartPos; + Vector3 m_StartForce; + Vector3 m_Thrust; + float m_thrustBase; + float m_stabliseMag; + Rigidbody m_Rigidbody; - public float m_ForceAmp; public GameObject ship; + public Camera camera; - void Start() - { - //You get the Rigidbody component you attach to the GameObject + void Start() { m_Rigidbody = GetComponent(); - - //This starts at first mode (nothing happening yet) - m_ModeSwitching = ModeSwitching.Start; - - //Initialising the force which is used on GameObject in various ways - m_NewForce = new Vector3(-5.0f, 1.0f, 0.0f); - - //The GameObject's starting position and Rigidbody position - m_StartPos = transform.position; - m_StartForce = m_Rigidbody.transform.position; + m_Thrust = new Vector3(0.0f, 0.0f, 0.0f); + m_StartPos = camera.transform.position; + m_StartForce = m_Rigidbody.transform.forward; + m_thrustBase = 10.0f; + m_stabliseMag = 75.0f; + Cursor.lockState = CursorLockMode.Locked; } - void FixedUpdate() - { - //If the current mode is not the starting mode (or the GameObject is not reset), the force can change - if (m_ModeSwitching != ModeSwitching.Start) - { - //The force changes depending what you input into the text fields - m_NewForce = ship.transform.forward * m_ForceAmp; - } + void Update() { + // update the thrust vector every frame + m_Thrust = camera.transform.forward; - //Here, switching modes depend on button presses in the Game mode - switch (m_ModeSwitching) - { - //This is the starting mode which resets the GameObject - case ModeSwitching.Start: - //This resets the GameObject and Rigidbody to their starting positions - transform.position = m_StartPos; - m_Rigidbody.transform.position = m_StartForce; - - //This resets the velocity of the Rigidbody - m_Rigidbody.velocity = new Vector3(0f, 0f, 0f); - break; - - //These are the modes ForceMode can force on a Rigidbody - //This is Acceleration mode - case ModeSwitching.Acceleration: - //Use Acceleration as the force on the Rigidbody - m_Rigidbody.AddForce(m_NewForce, ForceMode.Acceleration); - break; - - //This is Force Mode, using a continuous force on the Rigidbody considering its mass - case ModeSwitching.Force: - - //Use Force as the force on GameObject’s Rigidbody - m_Rigidbody.AddForce(m_NewForce, ForceMode.Force); - break; - - //This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force. - case ModeSwitching.Impulse: - //Use Impulse as the force on GameObject - m_Rigidbody.AddForce(m_NewForce, ForceMode.Impulse); - break; - - //This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction - case ModeSwitching.VelocityChange: - //Make a Velocity change on the Rigidbody - m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange); - break; - } + // do everything else input related on every frame too + processInput(); } + void FixedUpdate() { + float thrustMag = getThrustMagnitude(); + m_Rigidbody.AddForce(m_Thrust * thrustMag, ForceMode.Acceleration); + + + // stablise ship towards camera position + float step = m_stabliseMag * Time.fixedDeltaTime; + m_Rigidbody.rotation = Quaternion.RotateTowards(transform.rotation, camera.transform.rotation, step); + } + + float getThrustMagnitude() { + if (Input.GetMouseButton(0)) + return 1.0f * m_thrustBase; + + if (Input.GetMouseButton(1)) + return -1.0f * m_thrustBase; + + return 0.0f; + } + + void processInput() { + if (Input.GetKey(KeyCode.Space)) + Respawn(); + } + + void Respawn() { + m_Thrust = new Vector3(0.0f, 0.0f, 0.0f); + transform.position = m_StartPos; + m_Rigidbody.transform.forward = m_StartForce; + } + + // { + // //If the current mode is not the starting mode (or the GameObject is not reset), the force can change + // if (m_ModeSwitching != ModeSwitching.Start) + // { + // //The force changes depending what you input into the text fields + // m_NewForce = camera.transform.position; + // } + + // //Here, switching modes depend on button presses in the Game mode + // switch (m_ModeSwitching) + // { + // //This is the starting mode which resets the GameObject + // case ModeSwitching.Startt + // //This resets the GameObject and Rigidbody to their starting positions + // transform.position = m_StartPos; + // m_Rigidbody.transform.forward = m_StartForce; + + // //This resets the velocity of the Rigidbody + // m_Rigidbody.velocity = new Vector3(0f, 0f, 0f); + // break; + + // //These are the modes ForceMode can force on a Rigidbody + // //This is Acceleration mode + // case ModeSwitching.Acceleration: + // //Use Acceleration as the force on the Rigidbody + // break; + + // //This is Force Mode, using a continuous force on the Rigidbody considering its mass + // case ModeSwitching.Force: + + // //Use Force as the force on GameObject’s Rigidbody + // break; + + // //This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force. + // case ModeSwitching.Impulse: + // //Use Impulse as the force on GameObject + // break; + + // //This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction + // case ModeSwitching.VelocityChange: + // //Make a Velocity change on the Rigidbody + // break; + // } + // } + //The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view - void OnGUI() - { - //Press the button to reset the GameObject and Rigidbody - if (GUI.Button(new Rect(100, 0, 150, 30), "Reset")) - { - //This switches to the start/reset case - m_ModeSwitching = ModeSwitching.Start; - } + // void OnGUI() + // { + // //Press the button to reset the GameObject and Rigidbody + // if (GUI.Button(new Rect(100, 0, 150, 30), "Reset")) + // { + // //This switches to the start/reset case + // m_ModeSwitching = ModeSwitching.Start; + // } - //When you press the Acceleration button, switch to Acceleration mode - if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration")) - { - //Switch to Acceleration (apply acceleration force to GameObject) - m_ModeSwitching = ModeSwitching.Acceleration; - } + // //When you press the Acceleration button, switch to Acceleration mode + // if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration")) + // { + // //Switch to Acceleration (apply acceleration force to GameObject) + // m_ModeSwitching = ModeSwitching.Acceleration; + // } - //If you press the Impulse button - if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse")) - { - //Switch to impulse (apply impulse forces to GameObject) - m_ModeSwitching = ModeSwitching.Impulse; - } + // //If you press the Impulse button + // if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse")) + // { + // //Switch to impulse (apply impulse forces to GameObject) + // m_ModeSwitching = ModeSwitching.Impulse; + // } - //If you press the Force Button, switch to Force state - if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force")) - { - //Switch to Force (apply force to GameObject) - m_ModeSwitching = ModeSwitching.Force; - } + // //If you press the Force Button, switch to Force state + // if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force")) + // { + // //Switch to Force (apply force to GameObject) + // m_ModeSwitching = ModeSwitching.Force; + // } - //Press the button to switch to VelocityChange state - if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change")) - { - //Switch to velocity changing - m_ModeSwitching = ModeSwitching.VelocityChange; - } - } + // //Press the button to switch to VelocityChange state + // if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change")) + // { + // //Switch to velocity changing + // m_ModeSwitching = ModeSwitching.VelocityChange; + // } + // } } \ No newline at end of file