/* // Use this for initialization * void Start() * { * * } * */ // Update is called once per frame void Update() { // slow down in a turn float decclerationThres = 0.3f; if (Mathf.Abs(frontLeft.GetComponent <WheelCollider>().steerAngle) > decclerationThres * maxSteerAngle || Mathf.Abs(frontRight.GetComponent <WheelCollider>().steerAngle) > decclerationThres * maxSteerAngle) { float deccelerationRatio = 1.2f * Mathf.Max(Mathf.Abs(frontLeft.GetComponent <WheelCollider>().steerAngle), Mathf.Abs(frontRight.GetComponent <WheelCollider>().steerAngle)) / maxSteerAngle; status.decreaseTopSpeedModifier(deccelerationRatio); } if (!stopFlag && !stoppedBySkill) { reSpawnTimer += Time.deltaTime; if (reSpawnTimer > reSpawnTime) { respawn(); } } limitAngleAndVelocity(); }