Perekyp/Assets/Scripts/Car/Physics/EasySuspention.cs

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using UnityEngine;
[ExecuteInEditMode()]
public class EasySuspension : MonoBehaviour
{
[Range(0, 20)] public float naturalFrequency = 10;
[Range(0, 3)] public float dampingRatio = 0.8f;
[Range(-1, 1)] public float forceShift = 0.03f;
public bool setSuspensionDistance = true;
private float playModeTimer = 0f;
void Update()
{
// В режиме игры настраиваем подвеску только первые 0.25 сек при спавне авто.
// Постоянный пересчет в каждом кадре вызывает вибрацию машины при спущенных шинах и на домкрате!
if (Application.isPlaying)
{
if (playModeTimer > 0.25f) return;
playModeTimer += Time.deltaTime;
}
Rigidbody rb = GetComponent<Rigidbody>();
if (rb == null) return;
foreach (WheelCollider wc in GetComponentsInChildren<WheelCollider>())
{
if (!wc.enabled || wc.sprungMass <= 0.001f) continue;
JointSpring spring = wc.suspensionSpring;
spring.spring = Mathf.Pow(Mathf.Sqrt(wc.sprungMass) * naturalFrequency, 2);
spring.damper = 2 * dampingRatio * Mathf.Sqrt(spring.spring * wc.sprungMass);
wc.suspensionSpring = spring;
Vector3 wheelRelativeBody = transform.InverseTransformPoint(wc.transform.position);
float distance = rb.centerOfMass.y - wheelRelativeBody.y + wc.radius;
wc.forceAppPointDistance = distance - forceShift;
if (spring.targetPosition > 0 && spring.spring > 0.001f && setSuspensionDistance)
wc.suspensionDistance = wc.sprungMass * Physics.gravity.magnitude / (spring.targetPosition * spring.spring);
}
}
}