using UnityEngine; using System.Collections; public class SimpleSuspension : Suspension { private Quaternion _startupRotation; // Use this for initialization void Start () { _startupRotation = transform.localRotation; } // Update is called once per frame void Update () { } public override void OnSteerChanged() { transform.localRotation = _startupRotation * Quaternion.AngleAxis((float)Steer, Vector3.up); } void OnDrawGizmos(){ var up = transform.up; var center = transform.position; Gizmos.DrawLine(center + up * (float)((1.0 - suspensionTarget) * travelDistance), center - up * (float)(suspensionTarget* travelDistance)); bool front = wheel.name[wheel.name.Length - 2] == 'f'; Vector3 vOffset = front ? Vector3.up : Vector3.up * 0.5f; Gizmos.DrawLine(dbgWheelForcePos + vOffset, dbgWheelForcePos + dbgWheelForce + vOffset); Gizmos.DrawLine(dbgWheelForcePos + vOffset, dbgWheelForcePos); } }