車輛腳本
1. 設計一個車輛單方事故的腳本
這個網路上面就有很多這樣的範本,你可以參考一下,也不能算作抄襲吧,只能說借鑒。
2. Unity通過鍵盤控制汽車移動的腳本
privateGameObject_Car;
privatefloat_Speed=100;
voidStart(){
_Car=Instantiate(Resources.Load("實例化物體名"))asGameObject;
}
voidUpdate(){
if(Input.GetKeyDown(KeyCode.W))
{
_Car.transform.Translate(Vector3.forward*_Speed*Time.deltaTime);
}
if(Input.GetKeyDown(KeyCode.S))
{
_Car.transform.Translate(-Vector3.forward*_Speed*Time.deltaTime);
}
if(Input.GetKeyDown(KeyCode.A))
{
_Car.transform.Translate(Vector3.left*_Speed*Time.deltaTime);
}
if(Input.GetKeyDown(KeyCode.D))
{
_Car.transform.Translate(Vector3.right*_Speed*Time.deltaTime);
}
}
3. 求一個汽車輪胎廣告創意腳本。
可以做一個FLASH的東西
4. 求一段unity3D汽車自動駕駛的腳本代碼
1、把腳本直接連到汽車車身網格上,車身要有Rigidbody Component,要有四個輪子網格做子物體。 要想有聲音的話還要有AudioSource Component。
2、打開Inspector,選擇汽車腳本,把四個輪子連接到相對應的Transform參數上。設置wheelRadius參數為你輪子網格的大小。WheelCollider是自動生成的,所以無需手動添加。這樣就能保證運行了,其他的聲音和灰塵可以再添加。
腳本源代碼如下:*/
#pragma strict
//maximal corner and braking acceleration capabilities
var maxCornerAccel=10.0;
var maxBrakeAccel=10.0;
//center of gravity height - effects tilting in corners
var cogY = 0.0;
//engine powerband
var minRPM = 700;
var maxRPM = 6000;
//maximum Engine Torque
var maxTorque = 400;
//automatic transmission shift points
var shiftDownRPM = 2500;
var shiftUpRPM = 5500;
//gear ratios
var gearRatios = [-2.66, 2.66, 1.78, 1.30, 1.00];
var finalDriveRatio = 3.4;
//a basic handling modifier:
//1.0 understeer
//0.0 oversteer
var handlingTendency = 0.7;
//graphical wheel objects
var wheelFR : Transform;
var wheelFL : Transform;
var wheelBR : Transform;
var wheelBL : Transform;
//suspension setup
var suspensionDistance = 0.3;
var springs = 1000;
var dampers = 200;
var wheelRadius = 0.45;
//particle effect for ground st
var groundDustEffect : Transform;
private var queryUserInput = true;
private var engineRPM : float;
private var steerVelo = 0.0;
private var brake = 0.0;
private var handbrake = 0.0;
private var steer = 0.0;
private var motor = 0.0;
//private var skidTime = 0.0;
private var onGround = false;
private var cornerSlip = 0.0;
private var driveSlip = 0.0;
private var wheelRPM : float;
private var gear = 1;
//private var skidmarks : Skidmarks;
private var wheels : WheelData[];
private var wheelY = 0.0;
private var rev = 0.0;
//Functions to be used by external scripts
//controlling the car if required
//===================================================================
//return a status string for the vehicle
function GetStatus(gui : GUIText) {
gui.text="v="+(rigidbody.velocity.magnitude * 3.6).ToString("f1") km/h\ngear= "+gear+"\nrpm= "+engineRPM.ToString("f0");
}
//return an information string for the vehicle
function GetControlString(gui : GUIText) {
gui.text="Use arrow keys to control the jeep,\nspace for handbrake."; }
//Enable or disable user controls
function SetEnableUserInput(enableInput)
{
queryUserInput=enableInput;
}
//Car physics
//===================================================================
//some whee calculation data
class WheelData{ + "
var rotation = 0.0;
var coll : WheelCollider;
var graphic : Transform;
var maxSteerAngle = 0.0;
var lastSkidMark = -1;
var powered = false;
var handbraked = false;
var originalRotation : Quaternion;
};
function Start () {
//setup wheels
wheels=new WheelData[4];
for(i=0;i<4;i++)
wheels[i] = new WheelData();
wheels[0].graphic = wheelFL;
wheels[1].graphic = wheelFR;
wheels[2].graphic = wheelBL;
wheels[3].graphic = wheelBR;
wheels[0].maxSteerAngle=30.0;
wheels[1].maxSteerAngle=30.0;
wheels[2].powered=true;
wheels[3].powered=true;
wheels[2].handbraked=true;
wheels[3].handbraked=true;
for(w in wheels)
{
if(w.graphic==null)
Debug.Log("You need to assign all four wheels for the car script!"); if(!w.graphic.transform.IsChildOf(transform))
Debug.Log("Wheels need to be children of the Object with the car script");
w.originalRotation = w.graphic.localRotation;
//create collider
colliderObject = new GameObject("WheelCollider");
colliderObject.transform.parent = transform;
colliderObject.transform.position = w.graphic.position;
w.coll = colliderObject.AddComponent(WheelCollider);
w.coll.suspensionDistance = suspensionDistance;
w.coll.suspensionSpring.spring = springs;
w.coll.suspensionSpring.damper = dampers;
//no grip, as we simulate handling ourselves
w.coll.forwardFriction.stiffness = 0;
w.coll.sidewaysFriction.stiffness = 0;
w.coll.radius = wheelRadius;
}
//get wheel height (height forces are applied on)
wheelY=wheels[0].graphic.localPosition.y;
//setup center of gravity
rigidbody.centerOfMass.y = cogY;
//find skidmark object
// skidmarks = FindObjectOfType(typeof(Skidmarks));
//shift to first
gear=1;
}
//update wheel status
function UpdateWheels()
{
//calculate handbrake slip for traction gfx
handbrakeSlip=handbrake*rigidbody.velocity.magnitude*0.1;
if(handbrakeSlip>1)
handbrakeSlip=1;
totalSlip=0.0;
onGround=false;
for(w in wheels)
{
//rotate wheel
w.rotation += wheelRPM / 60.0 * -rev * 360.0 * Time.fixedDeltaTime; w.rotation = Mathf.Repeat(w.rotation, 360.0);
w.graphic.localRotation= Quaternion.Euler( w.rotation, w.maxSteerAngle*steer, 0.0 ) * w.originalRotation;
//check if wheel is on ground
if(w.coll.isGrounded)
onGround=true;
slip = cornerSlip+(w.powered?driveSlip:0.0)+(w.handbraked?handbrakeSlip:0.0); totalSlip += slip;
var hit : WheelHit;
var c : WheelCollider;
c = w.coll;
if(c.GetGroundHit(hit))
{
//if the wheel touches the ground, adjust graphical wheel position to reflect springs
w.graphic.localPosition.y-=Vector3.Dot(w.graphic.position-hit.point,transform.up)-w.coll.radius;
//create st on ground if appropiate
if(slip>0.5 && hit.collider.tag=="Dusty")
{
groundDustEffect.position=hit.point;
groundDustEffect.particleEmitter.worldVelocity=rigidbody.velocity*0.5; groundDustEffect.particleEmitter.minEmission=(slip-0.5)*3; groundDustEffect.particleEmitter.maxEmission=(slip-0.5)*3;
groundDustEffect.particleEmitter.Emit(); }
//and skid marks
/*if(slip>0.75 && skidmarks != null)
w.lastSkidMark=skidmarks.AddSkidMark(hit.point,hit.normal,(slip-0.75)*2,w.lastSkidMark);
else
w.lastSkidMark=-1; */
}
// else w.lastSkidMark=-1;
}
totalSlip/=wheels.length;
}
//Automatically shift gears
function AutomaticTransmission()
{
if(gear>0)
{
if(engineRPM>shiftUpRPM&&gear<gearRatios.length-1)
gear++;
if(engineRPM<shiftDownRPM&&gear>1)
gear--;
}
}
//Calculate engine acceleration force for current RPM and trottle
function CalcEngine() : float
{
if(brake+handbrake>0.;motor=0.0;;//ifcarisairborne,justre;if(!onGround);engineRPM+=(motor-0.3)*2;engineRPM=Mathf.Clamp(en;return0.0;;else;AutomaticTransmission();;engineRPM=whee
if(brake+handbrake>0.1)
motor=0.0;
//if car is airborne, just rev engine
if(!onGround)
{
engineRPM += (motor-0.3)*25000.0*Time.deltaTime;
engineRPM = Mathf.Clamp(engineRPM,minRPM,maxRPM);
return 0.0;
}
else
{
AutomaticTransmission();
engineRPM=wheelRPM*gearRatios[gear]*finalDriveRatio;
if(engineRPM<minRPM)
engineRPM=minRPM;
if(engineRPM<maxRPM)
{
//fake a basic torque curve
x = (2*(engineRPM/maxRPM)-1);
torqueCurve = 0.5*(-x*x+2);
torqueToForceRatio = gearRatios[gear]*finalDriveRatio/wheelRadius; return
motor*maxTorque*torqueCurve*torqueToForceRatio;
}
else
//rpm delimiter
return 0.0;
}
}
//Car physics
//The physics of this car are really a trial-and-error based extension of
//basic "Asteriods" physics -- so you will get a pretty arcade-like feel. //This
may or may not be what you want, for a more physical approach research //the
wheel colliders
function HandlePhysics () {
var velo=rigidbody.velocity;
wheelRPM=velo.magnitude*60.0*0.5;
rigidbody.angularVelocity=new
Vector3(rigidbody.angularVelocity.x,0.0,rigidbody.angularVelocity.z);
dir=transform.TransformDirection(Vector3.forward);
flatDir=Vector3.Normalize(new Vector3(dir.x,0,dir.z));
flatVelo=new Vector3(velo.x,0,velo.z);
rev=Mathf.Sign(Vector3.Dot(flatVelo,flatDir));
//when moving backwards or standing and brake is pressed, switch to
reverse
if((rev<0||flatVelo.sqrMagnitude<0.5)&&brake>0.1)
gear=0;
if(gear==0)
{
//when in reverse, flip brake and gas
tmp=brake;
brake=motor;
motor=tmp;
//when moving forward or standing and gas is pressed, switch to drive
if((rev>0||flatVelo.sqrMagnitude<0.5)&&brake>0.1)
gear=1;
}
engineForce=flatDir*CalcEngine();
totalbrake=brake+handbrake*0.5;
if(totalbrake>1.0)totalbrake=1.0;
brakeForce=-flatVelo.normalized*totalbrake*rigidbody.mass*maxBrakeAccel;
flatDir*=flatVelo.magnitude;
flatDir=Quaternion.AngleAxis(steer*30.0,Vector3.up)*flatDir;
flatDir*=rev;
diff=(flatVelo-flatDir).magnitude;
cornerAccel=maxCornerAccel;
if(cornerAccel>diff)cornerAccel=diff;
cornerForce=-(flatVelo-flatDir).normalized*cornerAccel*rigidbody.mass;
cornerSlip=Mathf.Pow(cornerAccel/maxCornerAccel,3);
rigidbody.AddForceAtPosition(brakeForce+engineForce+cornerForce,transform.position+transform.up*wheelY);
handbrakeFactor=1+handbrake*4;
if(rev<0)
handbrakeFactor=1;
veloSteer=((15/(2*velo.magnitude+1))+1)*handbrakeFactor;
steerGrip=(1-handlingTendency*cornerSlip);
if(rev*steer*steerVelo<0)
steerGrip=1;
maxRotSteer=2*Time.fixedDeltaTime*handbrakeFactor*steerGrip;
fVelo=velo.magnitude;
veloFactor=fVelo<1.0?fVelo:Mathf.Pow(velo.magnitude,0.3);
steerVeloInput=rev*steer*veloFactor*0.5*Time.fixedDeltaTime*handbrakeFactor;
if(velo.magnitude<0.1)
steerVeloInput=0;
if(steerVeloInput>steerVelo)
{
steerVelo+=0.02*Time.fixedDeltaTime*veloSteer;
if(steerVeloInput<steerVelo)
steerVelo=steerVeloInput;
}
else
{
steerVelo-=0.02*Time.fixedDeltaTime*veloSteer;
if(steerVeloInput>steerVelo)
steerVelo=steerVeloInput;
}
steerVelo=Mathf.Clamp(steerVelo,-maxRotSteer,maxRotSteer);
transform.Rotate(Vector3.up*steerVelo*57.295788);
}
function FixedUpdate () {
//query input axes if necessarry
if(queryUserInput)
{
brake = Mathf.Clamp01(-Input.GetAxis("Vertical"));
handbrake = Input.GetButton("Jump")?1.0:0.0;
steer = Input.GetAxis("Horizontal");
motor = Mathf.Clamp01(Input.GetAxis("Vertical"));
}
else
{
motor = 0;
steer = 0;
brake = 0;
handbrake = 0;
}
//if car is on ground calculate handling, otherwise just rev the engine
if(onGround)
HandlePhysics();
else
CalcEngine();
//wheel GFX
UpdateWheels();
//engine sounds
audio.pitch=0.5+0.2*motor+0.8*engineRPM/maxRPM;
audio.volume=0.5+0.8*motor+0.2*engineRPM/maxRPM;
}
//Called by DamageReceiver if boat destroyed
function Detonate()
{
//destroy wheels
for( w in wheels )
w.coll.gameObject.active=false; //no more car physics
enabled=false;
}
5. 汽車腳本創作理念怎麼寫
摘要 親你好,我幫你用圖片表格的形式給你整理出來,希望你能滿意。
6. 滴滴計程車安裝腳本安全嗎
滴滴計程車輔助,只是讀取訂單,自動搶,不跟系統搭嘎的,需要的找俺
7. mcgs嵌入版怎麼人小車一直前進按按鈕停止前進,要腳本,請告訴我腳本什麼意思。謝謝
1.添加一個小車的元件和一個數值量a8. 編一個shell腳本, 車的參數
編寫一個腳本用於判別其後用參數方式制定的一系列文件把下面內容存入文件中,比如,然後,然後用的方法執行,如果存在,則會列印編寫一個腳本,要求如果第一個位置參數是合法目錄問題補充:要求如果第一個位置參數是合法目錄,那麼就把後面給出的各個位置然後編寫如下面所示為的驅動安裝文件用記事本編輯如下內容的文件:如何編寫自動多次執行一個第三方程序並傳入參數?假設所有文件都在同一個目錄下。目錄名軟體問題補充:是每執行一次就假設所有文件都在同一個目錄下。目錄名軟體問題補充:是每執行一次就
9. 為啥gta5我下的腳本 裡面的車輛 走私大暴走車輛刷不出來 而別的卻可以!
游戲版本沒有最新的DLC
10. 小號的拉車腳本不好使呀,有沒有好用的腳本
這個問題一直困擾著我 我也不知道怎麼了 用瘋狂拉車 不檢測鏢車 直接跑啊 可是看到本國很多小號同時在拉車 我確定了 都是在用瘋狂拉車因為別的輔助不能集體同時任務 可是那麼多人拉車 沒人願意給腳本 可能是商人的緣故吧 呵呵 不過我相信會有好心人給腳本的