Class Vehicle
Base class for all NWH vehicles including VehiclePhysics2.VehicleController and DWP2.AdvancedShipController.
Assembly: NWH.Common.dll
Syntax
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public abstract class Vehicle : MonoBehaviour
Fields
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ActiveVehicles
Declaration
public static List<Vehicle> ActiveVehicles
Field Value
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Any input below this value will register as no input.
Declaration
public const float INPUT_DEADZONE = 0.02
Field Value
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KINDA_SMALL_NUMBER
Like SMALL_NUMBER but a bit bigger.
Declaration
public const float KINDA_SMALL_NUMBER = 0.01
Field Value
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SMALL_NUMBER
Anything below this can be considered 0.
Declaration
public const float SMALL_NUMBER = 1E-05
Field Value
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SPEED_DEADZONE
Any speed below this value will register as no speed.
Declaration
public const float SPEED_DEADZONE = 0.2
Field Value
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isPlayerControllable
True if the vehicle can be driven by the player. False if the
vehicle is passive (such as a trailer). A vehicle that has isPlayerControllable
can be the ActiveVehicle.
Declaration
public bool isPlayerControllable
Field Value
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onActiveVehicleChanged
Called when active vehicle is changed.
First parameter is the previously active vehicle and the second parameter is the currently active vehicle
(at the time of the callback). Params can be null.
Declaration
public static UnityEvent<Vehicle, Vehicle> onActiveVehicleChanged
Field Value
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onCameraEnterVehicle
Called when the camera enters the vehicle.
Declaration
public UnityEvent onCameraEnterVehicle
Field Value
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onCameraExitVehicle
Called when the camera exits the vehicle.
Declaration
public UnityEvent onCameraExitVehicle
Field Value
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onDisable
Called when vehicle is put to sleep.
Declaration
[Tooltip(" Called when vehicle is put to sleep.")]
[NonSerialized]
public UnityEvent onDisable
Field Value
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onEnable
Called when vehicle is woken up.
Declaration
[Tooltip(" Called when vehicle is woken up.")]
[NonSerialized]
public UnityEvent onEnable
Field Value
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onMultiplayerStatusChanged
Invoked when MultiplayerIsRemote value gets changed.
Is true if remote.
Declaration
public UnityEvent<bool> onMultiplayerStatusChanged
Field Value
| Type |
Description |
| UnityEvent<bool> |
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vehicleRigidbody
Cached value of vehicle rigidbody.
Declaration
[Tooltip(" Cached value of vehicle rigidbody.")]
[NonSerialized]
public Rigidbody vehicleRigidbody
Field Value
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Cached value of vehicle transform.
Declaration
[Tooltip(" Cached value of vehicle transform.")]
[NonSerialized]
public Transform vehicleTransform
Field Value
Properties
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ActiveVehicle
Declaration
public static Vehicle ActiveVehicle { get; }
Property Value
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AngularVelocity
Cached angular velocity of the vehicle.
Declaration
public Vector3 AngularVelocity { get; protected set; }
Property Value
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AngularVelocityMagnitude
Cached angular velocity maginitude of the vehicle.
Declaration
public float AngularVelocityMagnitude { get; protected set; }
Property Value
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CameraInsideVehicle
True when camera is inside vehicle (cockpit, cabin, etc.).
Set by the 'CameraInsideVehicle' component.
Used for audio effects.
Declaration
public bool CameraInsideVehicle { get; set; }
Property Value
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LocalAcceleration
Cached acceleration in local coordinates (z-forward)
Declaration
public Vector3 LocalAcceleration { get; }
Property Value
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LocalForwardAcceleration
Cached acceleration in forward direction in local coordinates (z-forward).
Declaration
public float LocalForwardAcceleration { get; }
Property Value
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LocalForwardVelocity
Cached velocity in forward direction in local coordinates (z-forward).
Declaration
public float LocalForwardVelocity { get; }
Property Value
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LocalVelocity
Cached velocity in m/s in local coordinates.
Declaration
[ShowInTelemetry(NaN, NaN, null, null, 1)]
public Vector3 LocalVelocity { get; }
Property Value
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MultiplayerIsRemote
True if the vehicle is a client (remote) and not simulated.
If true the input is expected to be synced through the network.
Declaration
public bool MultiplayerIsRemote { get; set; }
Property Value
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Speed
Cached speed of the vehicle in the forward direction. ALWAYS POSITIVE.
For positive/negative version use SpeedSigned.
Declaration
[ShowInTelemetry(NaN, NaN, "0.0", "m/s", 1)]
public float Speed { get; }
Property Value
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SpeedSigned
Cached speed of the vehicle in the forward direction. Can be positive (forward) or negative (reverse).
Equal to LocalForwardVelocity.
Declaration
[ShowInTelemetry(NaN, NaN, "0.0", "m/s", 1)]
public float SpeedSigned { get; }
Property Value
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Velocity
Cached velocity of the vehicle in world coordinates.
Declaration
public Vector3 Velocity { get; protected set; }
Property Value
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VelocityMagnitude
Cached velocity magnitude of the vehicle in world coordinates.
Declaration
public float VelocityMagnitude { get; protected set; }
Property Value
Methods
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Awake()
Declaration
public virtual void Awake()
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FixedUpdate()
Declaration
public virtual void FixedUpdate()
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OnDisable()
Declaration
public virtual void OnDisable()
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OnEnable()
Declaration
public virtual void OnEnable()