“Heugefahrphysik in der Einheit” Code-Antworten

Heugefahrphysik in der Einheit

///// Hovercraft Physics Beahaviour 


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HoverBehaviour : MonoBehaviour
{
    #region Variables

    private Rigidbody hoverRB;
    private float weight;
    private float currentGroundDistance;

    [Header("Hover Propoerties")]

    public float hoverHeight = 3f;
    public Transform hoverPos;


    #endregion



    #region Methods
    // Start is called before the first frame update
    void Start()
    {
        
        hoverRB = GetComponent<Rigidbody>();

        if (hoverRB) 
        {
            weight = hoverRB.mass * Physics.gravity.magnitude;  // Calculateed the wight of the Object

        }
        
    }

    // Update is called once per frame
    void FixedUpdate()
    {

        if (hoverRB & hoverPos) 
        {

            CalculateGroundDistance();
            HandleHoverForce();
        }



    }


    public void CalculateGroundDistance() // Raycast Distance Check 
    {

        Ray hoverRay = new Ray(hoverPos.position, Vector3.down);
        Debug.DrawRay(hoverPos.position, Vector3.down,Color.red);
        RaycastHit hit;
        if(Physics.Raycast(hoverRay,out hit, 30f)) 
        {

            if(hit.transform.tag == "Ground")
            {
                currentGroundDistance = hit.distance;
            }
        }    
    }




    public void HandleHoverForce() /// handle Hover Spring Bounce  
    {
        float groundDifference = hoverHeight - currentGroundDistance; //// local float variable that  can  calculate the distence  and according weight  
        Vector3 finalHoverForce = Vector3.up * (1 + groundDifference); /// To Upwards 
        hoverRB.AddForce(finalHoverForce * weight); /// float to help in the Mid air /// behave like Spring  

    }


    #endregion






}///class

Sore Serval

Heugefahrphysik in der Einheit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Hover_Forces : MonoBehaviour
{
    #region Variables 

    public float maxSpeed , upForce , forwardForce , torqueSpeed;

    private Rigidbody hoverRB;

    [Header("DragProperties")] // limit the  force Bounds 
    public float dragFactor;

    [Header("Weight Properties")]
    public float weightInLBS = 10f;

    public float weight;
    
    const float lbsToKG = 0.454f;
    const float kgToLBS = 2.205f;



    #endregion

    #region  Methods
    // Start is called before the first frame update
    void Start()
    {
        hoverRB = GetComponent<Rigidbody>();

        float finalKG = weightInLBS * lbsToKG; // local variable to calculate the Final weight

        weight = finalKG; ///  final Weight Value in KG

        if (hoverRB) 
        {

            hoverRB.mass = finalKG;
        }
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        if (hoverRB)
        {
            if (Input.GetKey(KeyCode.Space)) 
            {
                hoverRB.AddForce(Vector3.up * upForce * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.W)) 
            {
                hoverRB.AddForce(Vector3.forward * forwardForce * Time.deltaTime);

            }
            if (Input.GetKey(KeyCode.A)) 
            {
                hoverRB.AddForce(Vector3.left * forwardForce * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.D))
            {
                hoverRB.AddForce(Vector3.right * forwardForce * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.S))
            {
                hoverRB.AddForce(Vector3.back * forwardForce * Time.deltaTime);
            }

            hoverRB.AddTorque(Vector3.up * torqueSpeed * Time.deltaTime);

            DragMethod();
        }
    }

    public void DragMethod()  /// force to inbound to make a lag between the object  /// create Slomo effect 
    {
        if (hoverRB) 
        {

            float currentSpeed = hoverRB.velocity.magnitude;
            float finalDrag = currentSpeed * dragFactor;

            hoverRB.drag = finalDrag;
        
        
        }
    }

    #endregion



}//class

Sore Serval

Heugefahrphysik in der Einheit

////// Hovercraft Physics Behaviour 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HoverBehaviour : MonoBehaviour
{
    #region Variables

    private Rigidbody hoverRB;
    private float weight;
    private float currentGroundDistance;

    [Header("Hover Propoerties")]

    public float hoverHeight = 3f;
    public Transform hoverPos;


    #endregion



    #region Methods
    // Start is called before the first frame update
    void Start()
    {
        
        hoverRB = GetComponent<Rigidbody>();

        if (hoverRB) 
        {
            weight = hoverRB.mass * Physics.gravity.magnitude;  // Calculateed the wight of the Object

        }
        
    }

    // Update is called once per frame
    void FixedUpdate()
    {

        if (hoverRB & hoverPos) 
        {

            CalculateGroundDistance();
            HandleHoverForce();
        }



    }


    public void CalculateGroundDistance() // Raycast Distance Check 
    {

        Ray hoverRay = new Ray(hoverPos.position, Vector3.down);
        Debug.DrawRay(hoverPos.position, Vector3.down,Color.red);
        RaycastHit hit;
        if(Physics.Raycast(hoverRay,out hit, 30f)) 
        {

            if(hit.transform.tag == "Ground")
            {
                currentGroundDistance = hit.distance;
            }
        }    
    }




    public void HandleHoverForce() /// handle Hover Spring Bounce  
    {
        float groundDifference = hoverHeight - currentGroundDistance; //// local float variable that  can  calculate the distence  and according weight  
        Vector3 finalHoverForce = Vector3.up * (1 + groundDifference); /// To Upwards 
        hoverRB.AddForce(finalHoverForce * weight); /// float to help in the Mid air /// behave like Spring  

    }


    #endregion






}///class

Sore Serval

Heugefahrphysik in der Einheit

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HoverBehaviour : MonoBehaviour
{
    #region Variables

    private Rigidbody hoverRB;
    private float weight;
    private float currentGroundDistance;

    [Header("Hover Propoerties")]

    public float hoverHeight = 3f;
    public Transform hoverPos;


    #endregion



    #region Methods
    // Start is called before the first frame update
    void Start()
    {
        
        hoverRB = GetComponent<Rigidbody>();

        if (hoverRB) 
        {
            weight = hoverRB.mass * Physics.gravity.magnitude;  // Calculateed the wight of the Object

        }
        
    }

    // Update is called once per frame
    void FixedUpdate()
    {

        if (hoverRB & hoverPos) 
        {

            CalculateGroundDistance();
            HandleHoverForce();
        }



    }


    public void CalculateGroundDistance() // Raycast Distance Check 
    {

        Ray hoverRay = new Ray(hoverPos.position, Vector3.down);
        Debug.DrawRay(hoverPos.position, Vector3.down,Color.red);
        RaycastHit hit;
        if(Physics.Raycast(hoverRay,out hit, 30f)) 
        {

            if(hit.transform.tag == "Ground")
            {
                currentGroundDistance = hit.distance;
            }
        }    
    }




    public void HandleHoverForce() /// handle Hover Spring Bounce  
    {
        float groundDifference = hoverHeight - currentGroundDistance; //// local float variable that  can  calculate the distence  and according weight  
        Vector3 finalHoverForce = Vector3.up * (1 + groundDifference); /// To Upwards 
        hoverRB.AddForce(finalHoverForce * weight); /// float to help in the Mid air /// behave like Spring  

    }


    #endregion






}///class

Sore Serval

Ähnliche Antworten wie “Heugefahrphysik in der Einheit”

Fragen ähnlich wie “Heugefahrphysik in der Einheit”

Weitere verwandte Antworten zu “Heugefahrphysik in der Einheit” auf C#

Durchsuchen Sie beliebte Code-Antworten nach Sprache

Durchsuchen Sie andere Codesprachen