using System;
using UnityEngine;
public class CarController : MonoBehaviour
{
private Rigidbody rb;
public float speed = 5f, finalspeed = 15f, rotatespeed = 300f;
private bool isClicked;
private float curPointX, curPointY;
private enum Direction
{
Right, Left, Top, Bottom, None
}
public enum Axis
{
Vertical, Horizontal
}
public Axis CarAxis;
private Direction CarDirectionX = Direction.None;
private Direction CarDirectionY = Direction.None;
[NonSerialized] public Vector3 FinalPosition;
void Awake()
{
rb = GetComponent<Rigidbody>();
}
void OnMouseDown()
{
curPointX = Input.mousePosition.x;
curPointY = Input.mousePosition.y;
}
void OnMouseUp()
{
if (Input.mousePosition.x - curPointX > 0)
{
CarDirectionX = Direction.Right;
}
else
{
CarDirectionX = Direction.Left;
}
if (Input.mousePosition.y - curPointY > 0)
{
CarDirectionY = Direction.Top;
}
else
{
CarDirectionY = Direction.Bottom;
}
isClicked = true;
}
void Update()
{
if (FinalPosition.x != 0)
{
transform.position = Vector3.MoveTowards(transform.position, FinalPosition, finalspeed * Time.deltaTime);
Vector3 lookAtPos = FinalPosition - transform.position;
lookAtPos.y = 0;
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(lookAtPos), Time.deltaTime * rotatespeed);
}
if (transform.position == FinalPosition)
{
Destroy(gameObject);
}
}
void FixedUpdate()
{
if (isClicked && FinalPosition.x == 0)
{
Vector3 whichway = CarAxis == Axis.Horizontal ? Vector3.forward : Vector3.left;
speed = Mathf.Abs(speed);
if (CarDirectionX == Direction.Left && CarAxis == Axis.Horizontal)
{
speed *= -1;
}
else if (CarDirectionY == Direction.Bottom && CarAxis == Axis.Vertical)
{
}
rb.MovePosition(rb.position + Vector3.forward * speed * Time.fixedDeltaTime);
}
}
}