Hello everyone ;)
I have this script:
var Speed : float = 0;
var MaxSpeed : float = 10;
var Acceleration : float = 10;
var Deceleration : float = 10;
var rotateSpeed = 25.0;
function Update ()
{
if(Input.GetKey("a"))
{
transform.eulerAngles.y -= rotateSpeed * Time.deltaTime;
}
if(Input.GetKey("d"))
{
transform.eulerAngles.y += rotateSpeed * Time.deltaTime;
}
if ((Input.GetKey ("s"))&&(Speed < MaxSpeed))
{
Speed = Speed - Acceleration * Time.deltaTime;
}
else if ((Input.GetKey ("w"))&&(Speed > -MaxSpeed))
{
Speed = Speed + Acceleration * Time.deltaTime;
}
else
{
if(Speed > Deceleration * Time.deltaTime)
{
Speed = Speed - Deceleration * Time.deltaTime;
}
else if(Speed < -Deceleration * Time.deltaTime)
{
Speed = Speed + Deceleration * Time.deltaTime;
}
else
{
Speed = 0;
}
}
transform.position.z = transform.position.z + Speed * Time.deltaTime;
}
Simple yet quiet effectivt...
The problem is that I want my character to turn, wich I have done using `transform.eulerAngles`
The problem is that, my character moves along the "World axes" no matter how he turns he will still move in the world z-axes if I press "w" If he faces backwards ind a press w(forward key) he still moves along the world z direction.
So my question is is there a way to get my charcter move along his "Local axes" instead of the "World/global axes"