private void Start() { sprite = GetComponent <SpriteRenderer>(); Destroy(gameObject, lifetime); movement.Impulse(initialVelocity, Vector3.zero); if (_runGameController == null) { _runGameController = FindObjectOfType <AsteroidGameController>(); } }
private void Update() { // clockwise rotation is negative euler z rotation, anti-clockwise is positive var rotation = 0f; if (Input.GetKey(KeyCode.D)) { rotation += 1f; } if (Input.GetKey(KeyCode.A)) { rotation -= 1f; } var forward = 0f; if (Input.GetKey(KeyCode.W)) { forward += 1f; } if (Input.GetKey(KeyCode.S)) { forward -= 1f; } playerShip.Impulse(transform.up * (Time.deltaTime * speed * forward), Vector3.zero); playerShip.Add(Vector3.zero, new Vector3(0, 0, rotation * Time.deltaTime * rotationSpeed * 3.6f)); }