public void StopTurning() { isTurning = false; rot.SetCurrentRotationSpeed(0.0f); if (GetComponent <InputManager> () != null) { GetComponent <InputManager> ().SetInputEnabled(true); } }
void FixedUpdate() { float turnAxis = Input.GetAxisRaw("Horizontal"); if (im.GetInputEnabled() && Mathf.Abs(turnAxis) >= 0.2f) { currentTurnAxis = Mathf.Sign(turnAxis); rot.SetCurrentTurnAxis(currentTurnAxis); currentRotationSpeed += rotationSpeedIncrement * currentTurnAxis; currentRotationSpeed = Mathf.Min(currentRotationSpeed, maxRotationSpeed); currentRotationSpeed = Mathf.Max(currentRotationSpeed, -maxRotationSpeed); rot.SetCurrentRotationSpeed(currentRotationSpeed); transform.RotateAround(transform.position, localZAxis, -currentRotationSpeed); } else if (Mathf.Abs(currentRotationSpeed) >= rotEps) { currentRotationSpeed = 0.0f; rot.SetCurrentRotationSpeed(currentRotationSpeed); // transform.RotateAround (transform.position, localZAxis, -currentRotationSpeed); } }