// Update is called once per frame void Update() { Vector3 movement = new Vector3(); if (inputmanager.Up()) { movement += this.transform.forward; curSpeed += acceleration; } movement += this.transform.forward; movement.Normalize(); this.transform.position += (movement * Time.deltaTime * curSpeed); if (curSpeed > maxSpeed) { curSpeed = maxSpeed; } if (curSpeed < 10) { curSpeed = 10; } SpeedBar.fillAmount = curSpeed / 60.0f; }
// Update is called once per frame void Update() { float dist = Vector3.Distance(thePlayer.transform.position, transform.position); transform.LookAt(thePlayer.transform.position); Vector3 movement = new Vector3(); if (inputmanager.Up()) { movement += this.transform.forward; curSpeed += acceleration; } movement += this.transform.forward; movement.Normalize(); this.transform.position += (movement * Time.deltaTime * curSpeed); if (curSpeed > maxSpeed) { curSpeed = maxSpeed; } if (curSpeed <= 10) { curSpeed = 10; } //if (dist <= 10) // { // moveSpeed = 0; // } // else // { // moveSpeed = 10; // } }