// 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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