timing finish line etc
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@@ -7,6 +7,7 @@ public class ShipControls : MonoBehaviour {
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Vector3 m_initialPosition;
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Vector3 m_initialForce;
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Quaternion m_initialCamera;
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Vector3 m_thrust;
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Vector3 m_strafe;
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@@ -17,17 +18,18 @@ public class ShipControls : MonoBehaviour {
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ForceMode m_forceMode;
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// Camera Controls
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float m_mouseH = 1.0f;
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float m_mouseV = 1.0f;
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float m_camYaw = 0.0f;
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float m_camPitch = 0.0f;
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float m_mouseSenseY = 1.0f;
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float m_mouseSenseX = 1.0f;
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float m_camPitch;
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float m_camYaw;
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void Start() {
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Cursor.lockState = CursorLockMode.Locked;
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m_rigidBody = GetComponent<Rigidbody>();
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m_initialPosition = m_rigidBody.transform.position;
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m_initialForce = Vector3.zero;
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m_initialCamera = m_camera.transform.rotation;
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m_initialForce = Vector3.forward;
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m_thrust = Vector3.zero;
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m_strafe = Vector3.zero;
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@@ -36,8 +38,10 @@ public class ShipControls : MonoBehaviour {
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m_strafeMag = 25.0f;
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m_stabliseMag = 75.0f;
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m_camPitch = m_initialCamera.eulerAngles.x;
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m_camYaw = m_initialCamera.eulerAngles.y;
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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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@@ -45,15 +49,12 @@ public class ShipControls : MonoBehaviour {
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m_thrust = getThrust();
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m_strafe = getStrafe();
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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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}
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void FixedUpdate() {
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// // the ship being propelled forward
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// the ship being propelled forward
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m_rigidBody.AddForce(m_thrust, m_forceMode);
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// moving side to side
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@@ -120,20 +121,21 @@ public class ShipControls : MonoBehaviour {
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Application.Quit();
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}
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void Respawn() {
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public 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_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_rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
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m_camera.transform.rotation = m_initialCamera;
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m_camYaw = 0f;
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m_camPitch = 0f;
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m_camPitch = m_initialCamera.eulerAngles.x;
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m_camYaw = m_initialCamera.eulerAngles.y;
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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_camPitch -= m_mouseSenseY * Input.GetAxis("Mouse Y");
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m_camYaw += m_mouseSenseX * Input.GetAxis("Mouse X");
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m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
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}
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