void FixedUpdate() { if (m_playerPlane == null) { return; } if (!m_isActive) { return; } if (m_isTurningLeft && m_isAccelerating) { m_currentRotation += m_turnSpeed * 0.5f * Time.deltaTime; } else if (m_isTurningLeft) { m_currentRotation += m_turnSpeed * Time.deltaTime; } else if (m_isTurningRight && m_isAccelerating) { m_currentRotation -= m_turnSpeed * 0.5f * Time.deltaTime; } else if (m_isTurningRight) { m_currentRotation -= m_turnSpeed * Time.deltaTime; } m_playerPlane.Accelerate(m_acceleration, m_speedMultiplier); m_playerPlane.SetRotation(m_currentRotation); }