using UnityEngine;
using System.Collections;
public class AircraftJetControl : MonoBehaviour {
private Rigidbody m_Rigidbody;
public float RollInput{get;private set;}
public float PitchInput{get; private set;}
public bool BrakeInput{get; private set;}
public float ThrottleInput{get; private set;}
public float EnginPower{get;private set;}
public float Throttle{get;private set;}
public float PitchAngle{get;private set;}
public float RollAngle{get;private set;}
public float ForwardSpeed{get;private set;}
private float m_AutoRollMulti=0.2f;
private float m_AutoPitchMulti=0.2f;
private float m_ThrottleMulti=0.3f;
private float m_DragIncreaseMulti=0.001f;
private float m_AeroDynamicMulti=0.02f;
private float m_PitchEffect=1;
private float m_RollEffect=1;
private float m_BrakeEffect=3;
private float m_MaxEnginPower=40;
private float m_ZeroLiftSpeed=300;
private float m_AutoliftLevel=0.002f;
private float AeroFactor;
private float m_OriginalDrag;
private float m_OriginalAngularDrag;
void Start(){
m_Rigidbody=GetComponent<Rigidbody>();
m_OriginalDrag=m_Rigidbody.drag;
m_OriginalAngularDrag=m_Rigidbody.angularDrag;
for(int i=0;i<transform.childCount;i++){
foreach( var Wheelcomponent in transform.GetChild(i).GetComponentsInChildren<WheelCollider>())
{
Wheelcomponent.motorTorque=0.18f;
//Debug.Log("---");
}
}
}
public void Move(float roll,float pitch,bool brake,float throttle){
//获取键盘输入
RollInput=roll;
PitchInput=pitch;
BrakeInput=brake;
ThrottleInput=throttle;
//限制输入值范围
ClampInputs();
//计算抬头角度和转向角
CalculateRollAngleAndPitchAngle();