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using UnityEngine;

public class WheelVisualizer : MonoBehaviour
{
	private Rigidbody rig;

	public float spinAmount;

	public float inputVelocityAmount;

	public float inputReturnVelocityAmount;

	public float inputFriction;

	private GenericInputHandler input;

	private float inputVelocity;

	private void Start()
	{
		rig = GetComponentInParent<Rigidbody>();
		input = GetComponentInParent<GenericInputHandler>();
	}

	private void FixedUpdate()
	{
		inputVelocity *= inputFriction;
	}

	private void Update()
	{
		inputVelocity += input.inputDirection.x;
		inputVelocity -= inputVelocity * inputReturnVelocityAmount * Time.deltaTime;
		base.transform.localRotation = Quaternion.Euler(0f, inputVelocity * inputVelocityAmount, 0f);
		base.transform.GetChild(0).Rotate(Vector3.right * spinAmount * Time.deltaTime * rig.transform.InverseTransformDirection(rig.velocity).z, Space.Self);
	}
}