如果使用 System.Windows.Forms.dll,請更改 .NET2.0 (PlayerSetting 位置)
DirectX 下載
Logitech G27 SDK 下載
Logitech G27 Driver 下載
System.Windows.Forms.dll 下載
Logitech G27 3個踏板 是分開數值,以往的Unity Input.GetAxis("Vertical") 有些不同。
Logitech G27 圖片:
-------------------------------------------------
之前賽車程式來當範例:
標註: 紅色文字跟Logitech G27 SDK 相關
PlayerCar_Script (C#) :
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(AudioSource))]
public class PlayerCar_Script : MonoBehaviour {
// These variables allow the script to power the wheels of the car.
[SerializeField]
WheelCollider frontLeftWheel, frontRightWheel, backLeftWheel, backRightWheel;
/**
* These variables are for the gears, the array is the list of ratios. The script
uses the defined gear ratios to determine how much torque to apply to the wheels.
*/
[SerializeField]
float[] gearRatio;
[SerializeField]
float differentialRatio = 3.21f;
[SerializeField]
int currentGear = 0;
/**
* These variables are just for applying torque to the wheels and shifting gears.
using the defined Max and Min Engine RPM, the script can determine what gear the
car needs to be in.
*/
[SerializeField]
float engineTorque = 600f, maxEngineRPM = 700f, minEngineRPM = 1000f, engineRPM = 0f;
[SerializeField]
int frontWheelDrive = 1, rearWheelDrive = 1;
// Center Of Mass
[SerializeField]
float comX = 0f, comY = 0f, comZ = 0f;
private Rigidbody rigidbody;
private AudioSource audioSource;
// Use this for initialization
void Start () {
// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
rigidbody = GetComponent<Rigidbody>();
rigidbody.centerOfMass = new Vector3(comX, comY, comZ);
audioSource = GetComponent<AudioSource>();
}
int vertical;
// Update is called once per frame
void Update () {
if (LogitechGSDK.LogiUpdate() && LogitechGSDK.LogiIsConnected(0))
{
LogitechGSDK.DIJOYSTATE2ENGINES rec;
rec = LogitechGSDK.LogiGetStateUnity(0);
//update center of mass
rigidbody.centerOfMass = new Vector3(comX, comY, comZ);
/**
* This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
but it's easy, and it doesn't interfere with the physics processing.
*/
rigidbody.drag = rigidbody.velocity.magnitude / 250;
// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
engineRPM = Mathf.Abs(backLeftWheel.rpm + backRightWheel.rpm) / 2 * gearRatio[currentGear] * differentialRatio;
if (engineRPM > 10000)
engineRPM = 10000;
if (engineRPM < 0)
engineRPM = 0;
shiftGears();
/**
* set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
up to twice it's pitch, where it will suddenly drop when it switches gears.
*/
audioSource.pitch = Mathf.Abs(engineRPM / maxEngineRPM) + 0.5f;
if (audioSource.pitch > 1.5f)
audioSource.pitch = 1.5f;
/**
* finally, apply the values to the wheels.
The torque applied is divided by the current gear, and
multiplied by the user input variable.
*/
vertical = (-Mathf.Abs(32767 - rec.lY)/2) + (Mathf.Abs(32767 - rec.lRz)/2);
if (frontWheelDrive.Equals(1)) {
frontLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
frontRightWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
}
if (rearWheelDrive.Equals(1))
{
backLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
backLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
}
frontLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
frontRightWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
}
if (rearWheelDrive.Equals(1))
{
backLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
backLeftWheel.motorTorque = -engineTorque * gearRatio[currentGear] * differentialRatio * vertical;
}
// the steer angle is an arbitrary value multiplied by the user input.
frontLeftWheel.steerAngle = rec.lX / 1050;
frontRightWheel.steerAngle = rec.lX / 1050;
}else if (!LogitechGSDK.LogiIsConnected(0)) {
System.Windows.Forms.MessageBox.Show("PLEASE PLUG IN A STEERING WHEEL OR A FORCE FEEDBACK CONTROLLER");
}else {
System.Windows.Forms.MessageBox.Show("THIS WINDOW NEEDS TO BE IN FOREGROUND IN ORDER FOR THE SDK TO WORK PROPERLY");
}
}
void shiftGears(){
/**
* this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
*/
if (engineRPM >= maxEngineRPM)
{
int appropriateGear = currentGear;
for (int i = 0; i < gearRatio.Length; i++)
{
if (Mathf.Abs(backLeftWheel.rpm + backRightWheel.rpm) / 2 * gearRatio[i] * differentialRatio < maxEngineRPM)
{
appropriateGear = i;
break;
}
}
currentGear = appropriateGear;
}
}
}
沒有留言:
張貼留言