new powertrain смерть чуркам
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45
Code/Base/Powertrain/Gearbox/BaseGearbox.cs
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45
Code/Base/Powertrain/Gearbox/BaseGearbox.cs
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using Sandbox;
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using System;
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namespace VeloX.Powertrain;
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[Category( "VeloX/Powertrain/Gearbox" )]
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public abstract class BaseGearbox : PowertrainComponent
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{
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[Property] public override float Inertia { get; set; } = 0.01f;
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protected float ratio;
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public override float QueryInertia()
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{
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if ( !HasOutput || ratio == 0 )
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return Inertia;
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return Inertia + Output.QueryInertia() / MathF.Pow( ratio, 2 );
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}
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public override float QueryAngularVelocity( float angularVelocity )
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{
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this.angularVelocity = angularVelocity;
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if ( !HasOutput || ratio == 0 )
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return angularVelocity;
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return Output.QueryAngularVelocity( angularVelocity ) * ratio;
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}
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public override float ForwardStep( float torque, float inertia )
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{
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Torque = torque * ratio;
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if ( !HasOutput )
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return torque;
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if ( ratio == 0 )
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{
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Output.ForwardStep( 0, Inertia * 0.5f );
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return torque;
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}
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return Output.ForwardStep( Torque, (inertia + Inertia) * MathF.Pow( ratio, 2 ) ) / ratio;
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}
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}
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52
Code/Base/Powertrain/Gearbox/ManualGearbox.cs
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52
Code/Base/Powertrain/Gearbox/ManualGearbox.cs
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using Sandbox;
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namespace VeloX.Powertrain;
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public class ManualGearbox : BaseGearbox
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{
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[Property] public float[] Ratios { get; set; } = [3.626f, 2.200f, 1.541f, 1.213f, 1.000f, 0.767f];
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[Property] public float Reverse { get; set; } = 3.4f;
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[Property, InputAction] public string ForwardAction { get; set; } = "Attack1";
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[Property, InputAction] public string BackwardAction { get; set; } = "Attack2";
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private int gear;
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protected void SetGear( int gear )
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{
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if ( gear < -1 || gear >= Ratios.Length )
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return;
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this.gear = gear;
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RecalcRatio();
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}
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private void RecalcRatio()
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{
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if ( gear == -1 )
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ratio = -Reverse;
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else if ( gear == 0 )
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ratio = 0;
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else
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ratio = Ratios[gear - 1];
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}
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public void Shift( int dir )
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{
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SetGear( gear + dir );
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}
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private void InputResolve()
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{
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if ( Sandbox.Input.Pressed( ForwardAction ) )
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Shift( 1 );
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else if ( Sandbox.Input.Pressed( BackwardAction ) )
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Shift( -1 );
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}
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public override float ForwardStep( float torque, float inertia )
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{
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InputResolve();
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return base.ForwardStep( torque, inertia );
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}
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}
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