using System; using System.Collections.Generic; using UnityEngine; public class CarController : MonoBehaviour { public enum Axel { Front, Rear } public float acceleration; public float turnAngle; public List wheels; <<<<<<< Updated upstream public float brakeForce = 50.0f; ======= public float brakeForce; >>>>>>> Stashed changes private float _currentAcceleration; private float _currentTurn; public bool braking; <<<<<<< Updated upstream private void FixedUpdate() { Move(); Steering(); Brake(); } public void SetInputs(float forwardAmount,float turnAmount) { _currentAcceleration = forwardAmount*acceleration; _currentTurn = turnAmount*turnAngle; } ======= private void FixedUpdate() { Brake(); Move(); Steering(); } public void SetInputs(float forwardAmount, float turnAmount) { _currentAcceleration = forwardAmount * acceleration; _currentTurn = turnAmount * turnAngle; } >>>>>>> Stashed changes public void Move() { foreach (var wheel in wheels) wheel.wheelCollider.motorTorque = _currentAcceleration; } public void Brake() { if (braking) foreach (var wheel in wheels) wheel.wheelCollider.brakeTorque = brakeForce; else foreach (var wheel in wheels) wheel.wheelCollider.brakeTorque = 0f; } public void Steering() { foreach (var wheel in wheels) if (wheel.axel == Axel.Front) wheel.wheelCollider.steerAngle = _currentTurn; } [Serializable] public struct Wheel { public GameObject wheelModel; public WheelCollider wheelCollider; public Axel axel; } <<<<<<< Updated upstream ======= >>>>>>> Stashed changes }