track limits
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@@ -17,8 +17,8 @@ public class ShipControls : MonoBehaviour {
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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_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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@@ -67,12 +67,14 @@ public class ShipControls : MonoBehaviour {
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}
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Vector3 getThrust() {
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// thrust
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// thrust in the direction of the camera
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if (Input.GetMouseButton(0))
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// transform from the camera's forward vector into world space
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return m_camera.transform.TransformDirection(Vector3.forward) * m_thrustMag;
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// brake
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// brake just decelerates the ship against the direction it is moving
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if (Input.GetMouseButton(1)) {
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// the velocity is already in world space so we just invert it
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return m_rigidBody.velocity.normalized * -1f * m_thrustMag;
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}
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@@ -80,8 +82,8 @@ public class ShipControls : MonoBehaviour {
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}
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// 2D strafing
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// TODO add multiplier
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// combine
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// we combine all the vectors so you can move in 2 dimensions at once
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// thrust is added as a relative force so we don't need to convert to worldspace
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Vector3 getStrafe() {
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Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f);
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@@ -105,14 +107,14 @@ public class ShipControls : MonoBehaviour {
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if (Input.GetKey(KeyCode.Space))
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Respawn();
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if (Input.GetKey(KeyCode.Alpha1))
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m_forceMode = ForceMode.Acceleration;
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if (Input.GetKey(KeyCode.Alpha2))
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m_forceMode = ForceMode.Impulse;
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if (Input.GetKey(KeyCode.Alpha3))
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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.Alpha1))
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// m_forceMode = ForceMode.Acceleration;
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// if (Input.GetKey(KeyCode.Alpha2))
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// m_forceMode = ForceMode.Impulse;
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// if (Input.GetKey(KeyCode.Alpha3))
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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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