using System; using System.Collections; using System.Collections.Generic; using BITKit.WorldNode; #if UNITY_5_3_OR_NEWER using UnityEngine; #endif namespace Net.Project.B.WorldNode { [Serializable] public class UnityVehicleNode : IWorldNode { #if UNITY_5_3_OR_NEWER public Rigidbody rigidbody; public GameObject seatObject; public WheelCollider[] steeringWheelColliders; public WheelCollider[] driveWheelColliders; public WheelCollider[] handBrakeWheelColliders; public WheelCollider[] wheels; public Transform[] wheelMeshes; public Transform steeringWheel; public bool allowAckermannSteering; public float maxForwardSpeed = 100f; // 100f default public float maxReverseSpeed = 30f; // 30f default public float horsePower = 1000f; // 100f0 default public float brakePower = 2000f; // 2000f default public float handbrakeForce = 3000f; // 3000f default public float maxSteerAngle = 30f; // 30f default public float steeringSpeed = 5f; // 0.5f default public float stopThreshold = 1f; // 1f default. At what speed car will make a full stop public float decelerationSpeed = 0.5f; // 0.5f default public int Id { get; set; } public object WorldObject { get; set; } #endif } }