Created
November 3, 2017 18:56
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| void FixedUpdate () { | |
| if (input2.y < 0) { | |
| InputDirection.y = Mathf.Clamp( InputDirection.y - pullSpeed * Time.fixedDeltaTime, -1f, 1f); | |
| } else if (input2.y > 0) { | |
| InputDirection.y = Mathf.Clamp( InputDirection.y + pullSpeed * Time.fixedDeltaTime, -1f, 1f); | |
| } else { | |
| InputDirection.y = InputDirection.y - (InputDirection.y * pullSpeed * Time.fixedDeltaTime); | |
| if (Mathf.Abs(InputDirection.y) < 0.025f) { | |
| InputDirection.y = 0; | |
| } | |
| } | |
| if (input1.x < 0) { | |
| InputDirection.x = Mathf.Clamp( InputDirection.x - turnRate * Time.fixedDeltaTime, -1f, 1f); | |
| } else if (input1.x > 0) { | |
| InputDirection.x = Mathf.Clamp( InputDirection.x + turnRate * Time.fixedDeltaTime, -1f, 1f); | |
| } else { | |
| InputDirection.x = InputDirection.x - (InputDirection.x * turnRate * Time.fixedDeltaTime); | |
| if (Mathf.Abs(InputDirection.x) < 0.025f) { | |
| InputDirection.x = 0; | |
| } | |
| } | |
| if (input2.x < 0) { | |
| shipRotation = Mathf.Clamp(shipRotation + shipRotationRate * Time.deltaTime, -1f, 1f); | |
| } else if (input2.x > 0) { | |
| shipRotation = Mathf.Clamp(shipRotation - shipRotationRate * Time.deltaTime, -1f, 1f); | |
| } else { | |
| shipRotation = Mathf.Clamp(shipRotation - shipRotation * shipRotationRate * Time.deltaTime, -1f, 1f); | |
| } | |
| transform.RotateAround(transform.position, transform.right, Time.fixedDeltaTime * InputDirection.y * pitchSpeed); | |
| transform.RotateAround(transform.position, transform.up, Time.fixedDeltaTime * InputDirection.x * turnSpeed); | |
| transform.RotateAround(transform.position, transform.forward, Time.fixedDeltaTime * shipRotation * RotateSpeed); | |
| shipModel.localRotation = Quaternion.Euler(0,180,-shipRotation*maxShipRotation); | |
| Vector3 velNormal = velocity.normalized; | |
| float d2 = (1 - Mathf.Pow(DragEffect, -1f * (velocity.magnitude/MaxSpeed))); | |
| float dampForce = d2 * (acceleration); | |
| Vector3 dragForce = velNormal*dampForce; | |
| dragForce *= dragForceMultiplier; | |
| velocity -= dragForce * Time.fixedDeltaTime; | |
| velocity += accelerationVector * Time.fixedDeltaTime; | |
| controller.Move(velocity * Time.fixedDeltaTime); | |
| Vector3 dird23 = (velocity.magnitude <= 0.5f) ? transform.forward : velocity.normalized; | |
| } |
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