49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit.WorldNode;
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#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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#endif
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namespace Net.Project.B.WorldNode
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{
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[Serializable]
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public class UnityVehicleNode : IWorldNode
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{
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#if UNITY_5_3_OR_NEWER
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public Rigidbody rigidbody;
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public GameObject seatObject;
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public WheelCollider[] steeringWheelColliders;
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public WheelCollider[] driveWheelColliders;
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public WheelCollider[] handBrakeWheelColliders;
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public WheelCollider[] wheels;
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public Transform[] wheelMeshes;
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public Transform steeringWheel;
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public bool allowAckermannSteering;
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public float steeringWheelAngle=180;
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public float maxForwardSpeed = 100f; // 100f default
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public float maxReverseSpeed = 30f; // 30f default
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public float horsePower = 1000f; // 100f0 default
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public float brakePower = 2000f; // 2000f default
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public float handbrakeForce = 3000f; // 3000f default
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public float maxSteerAngle = 30f; // 30f default
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public float steeringSpeed = 5f; // 0.5f default
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public float stopThreshold = 1f; // 1f default. At what speed car will make a full stop
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public float decelerationSpeed = 0.5f; // 0.5f default
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public int Id { get; set; }
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public object WorldObject { get; set; }
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#endif
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}
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}
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