🔥The Hypernax <-> Next level of Nano Tech 🔥
The Hypernax <->
Ultimate Car | Change into anything that by a thought of the user
this is the sample coding of the software of the massive step we thinks to step in From this car.this car cn change into any matter solid that the user thinks By the core 3000
USing the Rel4273 we can Get The Thought of the user as digital input for core 3000.this core 3000 can change into anything that we inputs beacuse of the nano protocol we install in core 3000
this is the sample coding of the Hypernax Car Tab kit SOftware
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
// Main vehicle control class
public class Core3000VehicleControl : MonoBehaviour
{
// Vehicle parts (representing different components)
public GameObject carBody;
public GameObject wheels;
public GameObject roof;
public GameObject wings;
public GameObject hoverPods;
public GameObject propulsionSystem;
public GameObject submarinePropellers;
public GameObject hologramDisplay;
// UI Elements for interaction
public Text statusText;
public Text voiceCommandText;
public Button transformationButton;
public Button autopilotButton;
public Button spyModeButton;
public Button holographicModeButton;
private bool isAutopilotActive = false;
private string currentMode = "Land"; // Default mode
void Start()
{
// Initialize buttons
transformationButton.onClick.AddListener(ActivateTransformation);
autopilotButton.onClick.AddListener(ToggleAutopilot);
spyModeButton.onClick.AddListener(ActivateSpyMode);
holographicModeButton.onClick.AddListener(ActivateHolographicMode);
// Initial mode setup
UpdateVehicleMode("Land");
}
// Transformation Button Listener: Controls the vehicle mode transformations
void ActivateTransformation()
{
switch (currentMode)
{
case "Land":
TransformToFlyingCar();
break;
case "FlyingCar":
TransformToHovercraft();
break;
case "Hovercraft":
TransformToSubmarine();
break;
case "Submarine":
TransformToLand();
break;
default:
Debug.LogError("Unknown mode");
break;
}
}
// Autonomous Driving Mode - Activate/Deactivate
void ToggleAutopilot()
{
if (isAutopilotActive)
{
isAutopilotActive = false;
statusText.text = "Autopilot Disabled";
}
else
{
isAutopilotActive = true;
statusText.text = "Autopilot Activated";
}
}
// Voice Command Listener - Activate specific commands
void ActivateVoiceCommand(string command)
{
voiceCommandText.text = "Voice Command: " + command;
if (command.Contains("flying car"))
{
TransformToFlyingCar();
}
else if (command.Contains("hovercraft"))
{
TransformToHovercraft();
}
else if (command.Contains("submarine"))
{
TransformToSubmarine();
}
else if (command.Contains("land"))
{
TransformToLand();
}
else
{
voiceCommandText.text = "Command not recognized.";
}
}
// Spy Mode - Activates enhanced security features
void ActivateSpyMode()
{
// Deactivate normal systems and activate stealth/spy features
statusText.text = "Spy Mode Activated";
hologramDisplay.SetActive(true); // Activate hologram interface
wheels.SetActive(false); // Hide wheels for stealth
propulsionSystem.SetActive(false); // Deactivate propulsion for stealth
}
// Holographic Mode - Activates advanced UI
void ActivateHolographicMode()
{
hologramDisplay.SetActive(true); // Turn on the holographic UI
statusText.text = "Holographic Mode Activated";
// Simulate holographic interface by rotating the UI
hologramDisplay.transform.Rotate(Vector3.up, 50 * Time.deltaTime);
}
// Mode Transformation Logic (switching between Land, Flying, Hovercraft, and Submarine)
void TransformToFlyingCar()
{
currentMode = "FlyingCar";
wheels.SetActive(false); // Disable wheels
wings.SetActive(true); // Enable wings
propulsionSystem.SetActive(true); // Enable flying propulsion
statusText.text = "Mode: Flying Car";
}
void TransformToHovercraft()
{
currentMode = "Hovercraft";
wings.SetActive(false); // Disable wings
hoverPods.SetActive(true); // Enable hover pods
statusText.text = "Mode: Hovercraft";
}
void TransformToSubmarine()
{
currentMode = "Submarine";
hoverPods.SetActive(false); // Disable hover pods
submarinePropellers.SetActive(true); // Activate submarine propellers
statusText.text = "Mode: Submarine";
}
void TransformToLand()
{
currentMode = "Land";
submarinePropellers.SetActive(false); // Disable submarine propulsion
wheels.SetActive(true); // Enable wheels for land mode
statusText.text = "Mode: Land";
}
// Update the status UI text
void UpdateVehicleMode(string mode)
{
currentMode = mode;
statusText.text = "Current Mode: " + mode;
}
// Simulated Voice Command Input (For example purposes, it could be tied to a real voice recognition API)
public void SimulateVoiceCommand(string command)
{
ActivateVoiceCommand(command);
}
}
// Autonomous driving system (AI-based logic)
public class AutonomousDrivingSystem : MonoBehaviour
{
private bool isDriving = false;
private Vector3 currentDestination;
public GameObject car;
public float speed = 10f;
void Start()
{
// Example: Set a random destination for the autonomous vehicle
SetRandomDestination();
}
void Update()
{
if (isDriving)
{
MoveTowardsDestination();
}
}
void SetRandomDestination()
{
currentDestination = new Vector3(Random.Range(0, 100), 0, Random.Range(0, 100));
}
void MoveTowardsDestination()
{
if (car != null)
{
float step = speed * Time.deltaTime;
car.transform.position = Vector3.MoveTowards(car.transform.position, currentDestination, step);
if (Vector3.Distance(car.transform.position, currentDestination) < 0.1f)
{
isDriving = false; // Stop once destination is reached
}
}
}
public void StartAutonomousMode()
{
isDriving = true;
}
public void StopAutonomousMode()
{
isDriving = false;
}
}
// Voice Command System (for recognizing voice commands)
public class VoiceCommandSystem : MonoBehaviour
{
private Core3000VehicleControl vehicleControl;
void Start()
{
vehicleControl = FindObjectOfType();
}
public void ListenToVoiceCommand(string command)
{
if (vehicleControl != null)
{
vehicleControl.SimulateVoiceCommand(command);
}
}
}
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