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Jun 22nd, 2017
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  1. timer += Speed * deltaTime;
  2. if (timer >= 1f)
  3. {
  4. Enabled = false;
  5. return;
  6. }
  7. float t = BackWard ? 1f - timer : timer;
  8. Vector2 currentBezier = bezierCurve.CalculatePoint(t);
  9. Vector3 newPosition = new Vector3(currentBezier.X, Transform.Position.Y, currentBezier.Y);
  10. Transform.Position = newPosition;
  11. Vector2 tangent = Tangent(t);
  12. Transform.Rotation = QuaternionUtils.LookAt(new Vector3(tangent.X, 0f, tangent.Y), Transform.Up);
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