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- void Start ()
- {
- body = GetComponent<Rigidbody> ();
- forward_speed = 0f;
- forward_max_speed = .9f;
- forward_acceleration = .02f;
- forward_movement = Vector3.zero;
- rotation_multiplier = 2.5f;
- }
- //////////////////////////////////////////////////
- void FixedUpdate ()
- {
- if (key_up)
- {
- if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
- }
- else if (key_down)
- {
- if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
- }
- else
- {
- if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
- if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
- }
- if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
- if (key_right) turning_rotation = forward_speed * rotation_multiplier;
- // rotation
- transform.Rotate (0f, turning_rotation, 0f);
- // forward
- forward_movement = transform.forward * forward_speed;
- body.MovePosition (body.position + forward_movement);
- }
- void Start ()
- {
- body = GetComponent<Rigidbody> ();
- forward_speed = 0f;
- forward_max_speed = 50f;
- forward_acceleration = 1f;
- forward_movement = Vector3.zero;
- rotation_multiplier = .067f;
- }
- //////////////////////////////////////////////////
- void FixedUpdate ()
- {
- if (key_up)
- {
- if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
- }
- else if (key_down)
- {
- if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
- }
- else
- {
- if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
- if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
- }
- if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
- if (key_right) turning_rotation = forward_speed * rotation_multiplier;
- // rotation
- transform.Rotate (0f, turning_rotation, 0f);
- // forward
- body.velocity = transform.forward * forward_speed;
- }
- void Start ()
- {
- body = GetComponent<Rigidbody> ();
- forward_speed = 0f;
- forward_max_speed = 70f;
- forward_acceleration = 5f;
- forward_movement = Vector3.zero;
- rotation_multiplier = .02f;
- }
- //////////////////////////////////////////////////
- void FixedUpdate ()
- {
- if (key_up)
- {
- if (forward_speed < forward_max_speed) forward_speed += forward_acceleration;
- }
- else if (key_down)
- {
- if (forward_speed > -forward_max_speed) forward_speed -= forward_acceleration;
- }
- else
- {
- if (forward_speed > -.1f && forward_speed < .1f) forward_speed = 0f;
- if (forward_speed != 0f) forward_speed = forward_speed * 0.9f;
- }
- if (key_left) turning_rotation = forward_speed * -rotation_multiplier;
- if (key_right) turning_rotation = forward_speed * rotation_multiplier;
- // rotation
- transform.Rotate (0f, turning_rotation, 0f);
- // forward
- forward_movement = transform.forward * forward_speed;
- body.AddForce (forward_movement, ForceMode.Acceleration);
- }
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