void Update() { if (velocity > 1) { velocity -= 0.05f; } if (Input.GetKey(KeyCode.RightArrow)) { Rotate_Ship("right"); } else if (Input.GetKey(KeyCode.LeftArrow)) { Rotate_Ship("left"); } else if (Input.GetKeyDown(KeyCode.UpArrow)) { Vector3.Normalize(new_ship_position); accumulated_velocity += new_ship_position * velocity; ship_animator.SetBool("Up Arrow", true); ship_thrust_timer = Time.time; } if (Time.time - ship_thrust_timer > 0.5f) { ship_animator.SetBool("Up Arrow", false); } if (Input.GetKeyDown(KeyCode.Space)) { ship_offset = new_ship_position * 0.5f; projectile_clone = Instantiate(projectile, ship_body.position + ship_offset, Quaternion.identity); projectile_clone.transform.eulerAngles = ship_body.eulerAngles; } ship_body.position += accumulated_velocity * Time.deltaTime; game.Warp_Object(ship_body); }
void Update() { transform.position = transform.position + movement_vector * Time.deltaTime; game.Warp_Object(transform); }