deceleration boiiii
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@@ -1,16 +0,0 @@
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using UnityEngine;
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using System.Collections;
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public class CameraController : MonoBehaviour {
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public float speedH = 0.5f;
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public float speedV = 0.5f;
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private float yaw = 0.0f;
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private float pitch = 0.0f;
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void Update() {
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yaw += speedH * Input.GetAxis("Mouse X");
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pitch -= speedV * Input.GetAxis("Mouse Y");
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transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
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}
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}
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--- !u!65 &705507996
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m_Name: Camera
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m_Name:
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speedH: 2
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speedV: 2
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--- !u!81 &1048473340
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@@ -19682,7 +19666,7 @@ AudioListener:
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m_Enabled: 0
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m_Enabled: 1
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--- !u!20 &1048473341
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Camera:
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m_ObjectHideFlags: 0
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@@ -19734,28 +19718,6 @@ Camera:
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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--- !u!64 &1048473342
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--- !u!1001 &1049934794
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- component: {fileID: 1972710422}
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- component: {fileID: 1972710421}
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- component: {fileID: 1972710424}
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m_Name: Ship
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@@ -36870,7 +36831,7 @@ Rigidbody:
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serializedVersion: 4
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_AngularDrag: 0.5
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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@@ -36887,27 +36848,6 @@ Rigidbody:
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--- !u!1 &1973114532 stripped
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propertyPath: m_LocalPosition.z
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+53
-23
@@ -3,7 +3,7 @@ using UnityEngine;
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public class ShipControls : MonoBehaviour {
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public Camera m_camera;
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Rigidbody m_ridigBody;
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Rigidbody m_rigidBody;
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Vector3 m_initialPosition;
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Vector3 m_initialForce;
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@@ -16,12 +16,17 @@ public class ShipControls : MonoBehaviour {
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float m_stabliseMag;
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ForceMode m_forceMode;
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// Camera Controls
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float m_mouseH = 0.5f;
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float m_mouseV = 0.5f;
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float m_camYaw = 0.0f;
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float m_camPitch = 0.0f;
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void Start() {
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Cursor.lockState = CursorLockMode.Locked;
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m_ridigBody = GetComponent<Rigidbody>();
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m_rigidBody = GetComponent<Rigidbody>();
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m_initialPosition = m_ridigBody.transform.position;
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m_initialPosition = m_rigidBody.transform.position;
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m_initialForce = Vector3.zero;
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m_thrust = Vector3.zero;
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@@ -32,6 +37,7 @@ public class ShipControls : MonoBehaviour {
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m_stabliseMag = 75.0f;
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m_forceMode = ForceMode.Acceleration;
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// m_rigidBody.freezeRotation = true;
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}
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void Update() {
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@@ -39,7 +45,8 @@ public class ShipControls : MonoBehaviour {
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m_thrust = getThrust();
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m_strafe = getStrafe();
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Debug.Log(m_thrust);
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// if (m_thrust != Vector3.zero)
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// Debug.Log(m_thrust);
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// do everything else input related on every frame too
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processInput();
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@@ -47,18 +54,16 @@ public class ShipControls : MonoBehaviour {
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void FixedUpdate() {
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// // the ship being propelled forward
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m_ridigBody.AddForce(m_thrust, m_forceMode);
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m_rigidBody.AddForce(m_thrust, m_forceMode);
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// moving side to side
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m_ridigBody.AddForce(m_strafe, m_forceMode);
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// add relative force?
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m_rigidBody.AddRelativeForce(m_strafe, m_forceMode);
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// rotating towards the camera's orientation
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// not being done by a force because of strange behaviour
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// needs investigation
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float step = m_stabliseMag * Time.fixedDeltaTime;
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m_ridigBody.rotation = Quaternion.RotateTowards(transform.rotation, m_camera.transform.rotation, step);
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m_rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, m_camera.transform.rotation, step);
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}
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Vector3 getThrust() {
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@@ -67,8 +72,9 @@ public class ShipControls : MonoBehaviour {
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return m_camera.transform.TransformDirection(Vector3.forward) * m_thrustMag;
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// brake
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if (Input.GetMouseButton(1))
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return m_camera.transform.TransformDirection(Vector3.back) * m_thrustMag;
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if (Input.GetMouseButton(1)) {
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return m_rigidBody.velocity.normalized * -1f * m_thrustMag;
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}
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return Vector3.zero;
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}
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@@ -80,20 +86,22 @@ public class ShipControls : MonoBehaviour {
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Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f);
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if (Input.GetKey(KeyCode.W))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.up);
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strafe += m_strafeMag * Vector3.up;
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if (Input.GetKey(KeyCode.S))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.down);
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strafe += m_strafeMag * Vector3.down;
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if (Input.GetKey(KeyCode.A))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.left);
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strafe += m_strafeMag * Vector3.left;
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if (Input.GetKey(KeyCode.D))
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strafe += m_strafeMag * m_camera.transform.TransformDirection(Vector3.right);
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strafe += m_strafeMag * Vector3.right;
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return strafe;
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}
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void processInput() {
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updateCamera();
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if (Input.GetKey(KeyCode.Space))
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Respawn();
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@@ -105,28 +113,50 @@ public class ShipControls : MonoBehaviour {
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m_forceMode = ForceMode.Force;
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if (Input.GetKey(KeyCode.Alpha4))
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m_forceMode = ForceMode.VelocityChange;
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if (Input.GetKey(KeyCode.F10))
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Application.Quit();
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}
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void Respawn() {
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m_thrust = new Vector3(0.0f, 0.0f, 0.0f);
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transform.position = m_initialPosition;
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m_ridigBody.transform.forward = m_initialForce;
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m_ridigBody.velocity = new Vector3(0f, 0f, 0f);
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m_camera.transform.eulerAngles = Vector3.forward;
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m_rigidBody.transform.forward = m_initialForce;
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m_rigidBody.velocity = new Vector3(0f, 0f, 0f);
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m_camera.transform.eulerAngles = Vector3.zero;
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m_camYaw = 0f;
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m_camPitch = 0f;
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}
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void updateCamera() {
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m_camYaw += m_mouseH * Input.GetAxis("Mouse X");
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m_camPitch -= m_mouseV * Input.GetAxis("Mouse Y");
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m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
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}
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void OnDrawGizmosSelected() {
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Gizmos.color = Color.red;
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Vector3 direction = m_camera.transform.TransformDirection(Vector3.up) * 10;
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Gizmos.DrawRay(transform.position, direction);
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if (Application.isPlaying == false)
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return;
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Gizmos.color = Color.green;
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Gizmos.color = Color.red;
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Vector3 right = m_camera.transform.TransformDirection(Vector3.right) * 10;
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Gizmos.DrawRay(transform.position, right);
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Gizmos.color = Color.yellow;
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Gizmos.color = Color.green;
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Vector3 direction = m_camera.transform.TransformDirection(Vector3.up) * 10;
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Gizmos.DrawRay(transform.position, direction);
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Gizmos.color = Color.blue;
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Vector3 forward = m_camera.transform.TransformDirection(Vector3.forward) * 10;
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Gizmos.DrawRay(transform.position, forward);
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Gizmos.color = Color.yellow;
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Vector3 velocity = m_rigidBody.velocity;
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Gizmos.DrawRay(transform.position, velocity);
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Gizmos.color = Color.cyan;
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Vector3 thrust = m_thrust;
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Gizmos.DrawRay(transform.position, thrust);
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}
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}
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Block a user