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fix(TankControllerBase): Turning is now persisted when AutoRun is enabled.
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@ -246,13 +246,17 @@ void HandleTurning(float deltaTime)
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{
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{
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float targetTurnSpeed = 0f;
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float targetTurnSpeed = 0f;
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// Q and E cancel each other out, reducing targetTurnSpeed to zero.
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// TurnLeft and TurnRight cancel each other out, reducing targetTurnSpeed to zero.
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if (moveKeys.TurnLeft != KeyCode.None && Input.GetKey(moveKeys.TurnLeft))
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if (moveKeys.TurnLeft != KeyCode.None && Input.GetKey(moveKeys.TurnLeft))
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targetTurnSpeed -= maxTurnSpeed;
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targetTurnSpeed -= maxTurnSpeed;
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if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
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if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
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targetTurnSpeed += maxTurnSpeed;
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targetTurnSpeed += maxTurnSpeed;
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turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
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// If there's turn input or AutoRun is not enabled, adjust turn speed towards target
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// If no turn input and AutoRun is enabled, maintain the previous turn speed
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if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
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turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
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transform.Rotate(0f, turnSpeed * deltaTime, 0f);
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transform.Rotate(0f, turnSpeed * deltaTime, 0f);
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}
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}
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