#if UNITY_5_3_OR_NEWER
using UnityEngine;
namespace RoboidControl.Unity {
///
/// The Unity representation of a Roboid Control wheel
///
public class Wheel : Motor {
///
/// Create the Unity representation
///
/// The core motor
/// The Unity representation of a motorised wheel
public static Wheel Create(RoboidControl.Motor core, float wheelRadius) {
GameObject prefab = (GameObject)Resources.Load("Wheel");
if (prefab != null) {
// Use resource prefab when available
GameObject gameObj = Instantiate(prefab);
Wheel component = gameObj.GetComponent();
if (component != null)
component.core = core;
return component;
}
else {
// Fallback implementation
GameObject gameObj = new(core.name);
Wheel component = gameObj.AddComponent();
component.Init(core);
Debug.Log("Create " + core.name);
return component;
}
}
public static Wheel Create(Transform parent, byte thingId) {
GameObject prefab = (GameObject)Resources.Load("Wheel");
if (prefab != null) {
// Use resource prefab when available
GameObject gameObj = Instantiate(prefab);
Wheel component = gameObj.GetComponent();
if (component != null)
component.core = new RoboidControl.Thing(RoboidControl.Thing.Type.UncontrolledMotor, false);
return component;
}
else {
// Fallback implementation
GameObject gameObj = new("Wheel");
gameObj.transform.parent = parent;
Wheel component = gameObj.AddComponent();
SiteServer participant = FindAnyObjectByType();
RoboidControl.Thing core = participant.coreParticipant.Get(thingId);
if (core == null)
core = new(participant.coreParticipant, RoboidControl.Thing.Type.UncontrolledMotor, thingId, false);
else {
;
}
component.Init(core);
SphereCollider collider = gameObj.AddComponent();
collider.radius = 0.00001f;
collider.material = slidingWheel;
Debug.Log("Create placeholder Wheel ");
return component;
}
}
private static PhysicMaterial _slidingWheel;
public static PhysicMaterial slidingWheel {
get {
if (_slidingWheel == null) {
_slidingWheel = new() {
dynamicFriction = 0.02f, // Dynamic friction
staticFriction = 0.01f, // Static friction
bounciness = 0f, // Bounciness (bounciness value between 0 and 1)
// Set the friction combine and bounce combine methods
frictionCombine = PhysicMaterialCombine.Minimum, // How to combine friction
bounceCombine = PhysicMaterialCombine.Average // How to combine bounciness
};
}
return _slidingWheel;
}
}
}
}
#endif