bool hasAuthorityForRole(string role) { // Check if local player's assigned role matches return (role == "Driver" && isDriver); }
// Apply transforms turretTransform.localRotation = Quaternion.Euler(0, turretAngle, 0); gunTransform.localRotation = Quaternion.Euler(-gunElevation, 0, 0); } multicrew tank combat script
Approximately 1,500–2,000 lines of well-commented C# (excluding UI and audio). Extend with your own vehicle models, sound effects, and visual effects for a complete experience. bool hasAuthorityForRole(string role) { // Check if local
void UpdateSpotting() { if (Input.GetMouseButtonDown(1)) // right-click { RaycastHit hit; if (Physics.Raycast(commanderCamera.transform.position, commanderCamera.transform.forward, out hit, 800f)) { TargetData target = new TargetData(hit.transform.gameObject, hit.point, Time.time); RpcBroadcastTarget(target); // Audio cue to gunner: "Target, 2 o'clock, 400 meters!" AudioManager.PlaySpottingVoiceLine(CalculateDirection(hit.point), Vector3.Distance(transform.position, hit.point)); } } } gunTransform.localRotation = Quaternion.Euler(-gunElevation
// Move rigidbody Vector3 movement = transform.forward * ((leftTrackSpeed + rightTrackSpeed) * 0.5f * Time.deltaTime); rigidbody.MovePosition(rigidbody.position + movement); rigidbody.MoveRotation(rigidbody.rotation * Quaternion.Euler(0, (steerInput * 45f) * Time.deltaTime, 0));
// Engine overheating engineTemp += (engineRPM / 3000f) * 10f * Time.deltaTime; if (engineTemp > 120f) engineDamage += Time.deltaTime; } Variables:
void UpdateTurret() { float targetYaw = turretAngle + Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime; float targetPitch = gunElevation + Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; targetPitch = Mathf.Clamp(targetPitch, -10f, 20f); // Smooth movement (massive turret inertia) turretAngle = Mathf.Lerp(turretAngle, targetYaw, Time.deltaTime * 2f); gunElevation = Mathf.Lerp(gunElevation, targetPitch, Time.deltaTime * 2.5f);