public void Execute(float deltaTime) { _shipMove.Rotation(_playerInput.GetRotation()); _shipMove.Move(_playerInput.GetMovement(), Time.deltaTime); if (_playerInput.GetAcelleration() && !_shipMove.isAccellerated) { _shipMove.AddAcceleration(); } else if (!_playerInput.GetAcelleration() && _shipMove.isAccellerated) { _shipMove.RemoveAcceleration(); } }