private void Rotate(float linearVelocity) { float angularVelocity = Angle.FromAngularVelocity(linearVelocity, radius) .GetDegrees() * UtilMath.Sign(inverted); mover.OffsetRotation(angularVelocity); }
private void Rotate(float linearVelocity) { float angularVelocity = UtilCircle.AngularVelocityDegrees(linearVelocity, radius) * UtilMath.Sign(inverted); mover.OffsetRotation(angularVelocity); }
private void FixedUpdate() { float rotationDelta = rotationSpeed * Time.deltaTime; mover.OffsetRotation(rotationDelta); if (mover.GetRotation() >= rotationMax) { mover.TeleportRotation(rotationMin); } }
private void FixedUpdate() { mover.OffsetRotation(data.angularVelocity * data.refs.ts.DeltaTime()); }
private void FixedUpdate() { mover.OffsetRotation(angularVelocity * timeScale.DeltaTime()); }