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- // Input Math Transform
- #pragma strict
- var speed : float;
- var tilt : float;
- var xMin : float;
- var xMax : float;
- var zMin : float;
- var zMax : float;
- function Start () {
- }
- function Update () {
- var moveHorizontal = Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
- var moveVertical = Input.GetAxis ("Vertical") * speed * Time.deltaTime;
- var movement = Vector3 (moveHorizontal, 0.0, moveVertical);
- transform.Translate (movement, Space.World);
- transform.position.x = Mathf.Clamp (transform.position.x, xMin, xMax);
- transform.position.z = Mathf.Clamp (transform.position.z, zMin, zMax);
- transform.eulerAngles.z = -Input.GetAxis ("Horizontal") * tilt;
- }
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