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车辆脚本

发布时间: 2022-07-09 01:42:34

1. 设计一个车辆单方事故的脚本

这个网络上面就有很多这样的范本,你可以参考一下,也不能算作抄袭吧,只能说借鉴。

2. Unity通过键盘控制汽车移动的脚本

privateGameObject_Car;
privatefloat_Speed=100;

voidStart(){
_Car=Instantiate(Resources.Load("实例化物体名"))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. 求一个汽车轮胎广告创意脚本。

可以做一个FLASH的东西

4. 求一段unity3D汽车自动驾驶的脚本代码

1、把脚本直接连到汽车车身网格上,车身要有Rigidbody Component,要有四个轮子网格做子物体。 要想有声音的话还要有AudioSource Component。

2、打开Inspector,选择汽车脚本,把四个轮子连接到相对应的Transform参数上。设置wheelRadius参数为你轮子网格的大小。WheelCollider是自动生成的,所以无需手动添加。这样就能保证运行了,其他的声音和灰尘可以再添加。

脚本源代码如下:*/
#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. 汽车脚本创作理念怎么写

摘要 亲你好,我帮你用图片表格的形式给你整理出来,希望你能满意。

6. 滴滴出租车安装脚本安全吗

滴滴出租车辅助,只是读取订单,自动抢,不跟系统搭嘎的,需要的找俺

7. mcgs嵌入版怎么人小车一直前进按按钮停止前进,要脚本,请告诉我脚本什么意思。谢谢

1.添加一个小车的元件和一个数值量a

8. 编一个shell脚本, 车的参数

编写一个脚本用于判别其后用参数方式制定的一系列文件把下面内容存入文件中,比如,然后,然后用的方法执行,如果存在,则会打印编写一个脚本,要求如果第一个位置参数是合法目录问题补充:要求如果第一个位置参数是合法目录,那么就把后面给出的各个位置然后编写如下面所示为的驱动安装文件用记事本编辑如下内容的文件:如何编写自动多次执行一个第三方程序并传入参数?假设所有文件都在同一个目录下。目录名软件问题补充:是每执行一次就假设所有文件都在同一个目录下。目录名软件问题补充:是每执行一次就

9. 为啥gta5我下的脚本 里面的车辆 走私大暴走车辆刷不出来 而别的却可以!

游戏版本没有最新的DLC

10. 小号的拉车脚本不好使呀,有没有好用的脚本

这个问题一直困扰着我 我也不知道怎么了 用疯狂拉车 不检测镖车 直接跑啊 可是看到本国很多小号同时在拉车 我确定了 都是在用疯狂拉车因为别的辅助不能集体同时任务 可是那么多人拉车 没人愿意给脚本 可能是商人的缘故吧 呵呵 不过我相信会有好心人给脚本的

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