wirm/Game/Assets/Car.cs
2025-02-11 14:53:53 +08:00

73 lines
2.3 KiB
C#

/*
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
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
public Vector3 rotationOffset = Vector3.zero;
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;
}
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)
{
// Apply rotation offset
Quaternion lookRotation = Quaternion.LookRotation(direction) * Quaternion.Euler(rotationOffset);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, rotationSpeed * Time.deltaTime);
}
}
}