Traffic implementation

This commit is contained in:
Segey Lapin
2021-11-01 14:27:27 +03:00
parent ba2444b592
commit daece19b55
9 changed files with 644 additions and 375 deletions

View File

@@ -215,9 +215,10 @@ func get_player_out_of_vehicle(data):
#var d = 1.0
#var state = 0
func _process(delta):
if parked:
mode = RigidBody.MODE_KINEMATIC
return
pass
# if parked:
# mode = RigidBody.MODE_KINEMATIC
# return
# if engine_force > 1000.0 && linear_velocity.length() < 0.1:
# apply_central_impulse(global_transform.basis.y * mass * 1 + global_transform.basis.z * mass * 5)
# if d > 0:
@@ -245,9 +246,9 @@ func is_upright():
if v.y > v.x && v.y > v.z:
return true
return false
func _physics_process(delta):
if is_upright():
if abs(engine_force) > 0 && linear_velocity.y * delta > 0.05:
add_central_force(Vector3(0, -linear_velocity.y * delta * mass, 0))
var l = linear_velocity.length() * delta
add_central_force(Vector3(0, -l * 0.5 * mass, 0))
#func _physics_process(delta):
# if is_upright():
# if abs(engine_force) > 0 && linear_velocity.y * delta > 0.05:
# add_central_force(Vector3(0, -linear_velocity.y * delta * mass, 0))
# var l = linear_velocity.length() * delta
# add_central_force(Vector3(0, -l * 0.5 * mass, 0))