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var torqueX = Mathf.Clamp(vectorAction[0], -1f, 1f) * maxTorque; |
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var torqueZ = Mathf.Clamp(vectorAction[1], -1f, 1f) * maxTorque; |
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m_RbA.AddTorque(new Vector3(torqueX, 0f, torqueZ)); |
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//m_RbA.AddTorque(new Vector3(torqueX, 0f, torqueZ));
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m_RbA.AddTorque(new Vector3(0f, torqueX, torqueZ)); |
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m_RbB.AddTorque(new Vector3(torqueX, 0f, torqueZ)); |
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//m_RbB.AddTorque(new Vector3(torqueX, 0f, torqueZ));
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m_RbB.AddTorque(new Vector3(0f, torqueX, torqueZ)); |
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} |
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/// <summary>
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