2025-02-11 00:36:43 +08:00
|
|
|
/*
|
|
|
|
Author : Wai Lam
|
|
|
|
Date : 10/2/2025
|
|
|
|
Description : Car obstacle
|
|
|
|
*/
|
|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
public class Car : MonoBehaviour
|
|
|
|
{
|
|
|
|
public Transform playerRig; // Assign your XR Rig here
|
|
|
|
public Transform startPoint; // Assign the starting point here
|
|
|
|
|
2025-02-11 09:43:43 +08:00
|
|
|
public Transform[] waypoints; // List of waypoints
|
|
|
|
public float speed = 3.0f; // Speed of movement
|
|
|
|
public float rotationSpeed = 5.0f; // Smooth turning speed
|
|
|
|
|
|
|
|
private int currentWaypointIndex = 0; // Starting at the first waypoint
|
2025-02-11 00:36:43 +08:00
|
|
|
private void OnTriggerEnter(Collider other)
|
|
|
|
{
|
|
|
|
Debug.Log("Triggered by: " + other.name);
|
|
|
|
// Check if the collider belongs to the player
|
|
|
|
if (other.CompareTag("Player"))
|
|
|
|
{
|
|
|
|
Debug.Log("Teleporting Player...");
|
|
|
|
TeleportPlayer();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private void TeleportPlayer()
|
|
|
|
{
|
|
|
|
Vector3 offset = playerRig.position - Camera.main.transform.position;
|
|
|
|
playerRig.position = startPoint.position + offset;
|
|
|
|
playerRig.rotation = startPoint.rotation;
|
|
|
|
}
|
2025-02-11 09:43:43 +08:00
|
|
|
|
|
|
|
|
|
|
|
void Update()
|
|
|
|
{
|
|
|
|
if (waypoints.Length == 0) return;
|
|
|
|
|
|
|
|
MoveTowardsWaypoint();
|
|
|
|
RotateTowardsWaypoint();
|
|
|
|
}
|
|
|
|
|
|
|
|
void MoveTowardsWaypoint()
|
|
|
|
{
|
|
|
|
Transform target = waypoints[currentWaypointIndex];
|
|
|
|
transform.position = Vector3.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
|
|
|
|
|
|
|
|
// Check if the object has reached the waypoint
|
|
|
|
if (Vector3.Distance(transform.position, target.position) < 0.1f)
|
|
|
|
{
|
|
|
|
// Move to the next waypoint in a loop
|
|
|
|
currentWaypointIndex = (currentWaypointIndex + 1) % waypoints.Length;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void RotateTowardsWaypoint()
|
|
|
|
{
|
|
|
|
Transform target = waypoints[currentWaypointIndex];
|
|
|
|
Vector3 direction = (target.position - transform.position).normalized;
|
|
|
|
|
|
|
|
if (direction != Vector3.zero)
|
|
|
|
{
|
|
|
|
Quaternion lookRotation = Quaternion.LookRotation(direction);
|
|
|
|
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, rotationSpeed * Time.deltaTime);
|
|
|
|
}
|
|
|
|
}
|
2025-02-11 00:36:43 +08:00
|
|
|
}
|