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Create a float boostU local variable to hold the amount of boost that should

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// Get value of the Horizontal Input axis

float hAxis = Input.GetAxis("Horizontal");

// Create a float boostU local variable to hold the amount of boost that should // be applied right now.

float boostU;

// Set boostU to (time since lastBoostTime) / boost Duration so that the boost // lasts boost Duration seconds.

P cc1-updraft-ryancorsiglia

GroundFollow.cs*

BoostSlider.cs

Updraft.cs FixedUpdate()

boostU = (Time.time - lastBoostTime) / boostDuration;

// Clamp that boostU value so that it never goes above 1

boostU = Mathf.Clamp01 (boostU);

// Set speed based on (1 - boostU)* boost Speed + boostU * baseSpeed

speed = (1 boostU)* boostSpeed + boostU * baseSpeed;

// BOOST_RECHARGE_U varies from 0 to 1 based on time since lastBoostTime

// divided by boostRecharge. Clamp it so that it doesn't go above 1. BOOST_RECHARGE_U = Mathf.Clamp01(lastBoostTime/boostRecharge);

// Multiply the Horizontal axis value by rotVel and fixed DeltaTime to get

// the amount of rotation around y to apply via transform. Rotate this FixedUpdate() transform.rotation Quaternion. Euler (hAxis * rotVel * fixedDeltaTime);

// Apply that rotation around y (the "pan" axis that rotates left and right) by calling transform. Rotate()

// Set model.localRotation to roll (i.e., bank) the model of the plane left & right

as the plane turns. The "roll" axis is the local z axis of the Transform named model.

The roll value should be Horizontal axis * rollMax

 

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