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DankCodePro1

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Nov 2nd, 2016
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  1. private void UpdateOrientationAndPosition()
  2. {
  3. for (int i = 0; i < 3; ++i)
  4. {
  5. CachedTransform.localRotation *= Quaternion.AngleAxis(SmoothedInput[i] *
  6. m_spaceship.Maneuverability[i] * Time.deltaTime, RotationDirections[i]);
  7. }
  8.  
  9. CachedTransform.localPosition += CachedTransform.forward * CurrentSpeed * Time.deltaTime;
  10.  
  11. m_spaceship.Avatar.localRotation = Quaternion.Slerp(
  12. m_spaceship.Avatar.localRotation,
  13. m_initialAvatarRotation * Quaternion.AngleAxis(-SmoothedInput.y * m_spaceship.MaxBankAngleOnTurn, Vector3.forward),
  14. m_spaceship.BankAngleSmooth * Time.deltaTime);
  15. }
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