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2 Commits
d0a8d3fa7f
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e624d5db8e
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e624d5db8e | ||
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@ -283,7 +283,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!4 &3836667616183644780
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--- !u!4 &3836667616183644780
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -318,7 +318,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &2507610487897935131
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--- !u!4 &2507610487897935131
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -153,7 +153,6 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour
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float deltaRotation = Mathf.DeltaAngle(lastRotationY, transform.eulerAngles.y);
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float deltaRotation = Mathf.DeltaAngle(lastRotationY, transform.eulerAngles.y);
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currentAngularVelocity = deltaRotation / Time.fixedDeltaTime;
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currentAngularVelocity = deltaRotation / Time.fixedDeltaTime;
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float desiredYaw = currentAngularVelocity / angularVelocityToYaw;
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float desiredYaw = currentAngularVelocity / angularVelocityToYaw;
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Debug.Log(desiredYaw);
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// get smoothed yaw
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// get smoothed yaw
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desiredWorldYaw = Mathf.SmoothDampAngle(desiredWorldYaw, desiredYaw, ref rotationVelocity, yawRotationSmoothTime);
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desiredWorldYaw = Mathf.SmoothDampAngle(desiredWorldYaw, desiredYaw, ref rotationVelocity, yawRotationSmoothTime);
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// desiredWorldYaw = desiredYaw;
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// desiredWorldYaw = desiredYaw;
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