This script takes input from the input manager, and passes the movement into an empty game object with an attached camera. Most of this script was derived from the Unity Example for transform.rotate.
Inheritance: UnityEngine.MonoBehaviour
 public void Awake()
 {
     m_standardControl   = GetComponent<AirshipControlBehaviour>();
     m_fireshipControl   = GetComponent<AirshipSuicideBehaviour>();
     m_rouletteControl   = GetComponent<RouletteBehaviour>();
     m_rotateCam         = GetComponent<RotateCam>();
     m_broadSideWeapons  = GetComponent<BroadsideWeaponsController>();
     m_countermeasures 	= GetComponent<Countermeasures> ();
     m_stateManager 		= GetComponent<StateManager>();
 }
        void Awake()
        {
            m_trans = transform;
            m_rb = GetComponent<Rigidbody>();
            m_shipParts = GetComponent<ShipPartDestroy>();
            //m_broadSideWeapons = GetComponent<BroadsideWeaponsController>();
            m_camRotator = GetComponent<RotateCam>();

               // m_rouletteScript = GetComponent<RouletteBehaviour>();
            m_airshipScript = GetComponent<AirshipControlBehaviour>();
            m_dyingScript = GetComponent<AirshipDyingBehaviour>();
            m_stallingScript = GetComponent<AirshipStallingBehaviour>();
            m_suicideScript = GetComponent<AirshipSuicideBehaviour>();

            //m_inputManager = GetComponent<InputManager>();

            // World position & rotation
            m_worldStartPos = m_trans.position;
            m_worldStartRotation = m_trans.rotation;

            //get reference to audio source
            m_Audio = gameObject.GetComponent<AudioSource>();
        }