void Update() { var point = pointSrc.GetAxes(); var rotation = rotationSrc.GetAxis() * topAngularSpeed * 10; t.RotateAround(point, Vector3.up, rotation); }
void Update() { var x = xTranslationSrc.GetAxis(); var y = yTranslationSrc.GetAxis(); var z = zTranslationSrc.GetAxis(); force = x * Vector3.right + y * Vector3.up + z * Vector3.forward; }
public float GetAxis() { var input = src.GetAxis(); var output = Mathf.Pow(input, 2); output = preserveSign && input < 0 ? -output : output; return(output); }