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.gitignore

+3
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@@ -1,3 +1,6 @@
11
Library
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Temp
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.idea
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Assets/Plugins/Editor/JetBrains/JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll
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Assets/Scenes/BallsScene.unity.meta
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Assets/Scenes/BallsScene.unity

Assembly-CSharp-firstpass.csproj

+114-93
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Assembly-CSharp.csproj

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Assets/Plugins/VARP/Demo/Scripts/Tank.cs

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@@ -35,8 +35,6 @@ public override void PreUpdate(float FixedFrequencyTime)
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transform.localPosition,
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transform.localRotation,
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transform.localScale);
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// Store the previous array of bone matrices
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// TODO PreviousBoneMatrices = CurrentBoneMatrices
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// Notify our EntityRepresentation
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EntityRepresentation.PreUpdate(FixedFrequencyTime);
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// Reset changed flag for next frame
@@ -53,7 +51,6 @@ public override void PreUpdate(float FixedFrequencyTime)
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public override void OnUpdate(float FixedFrequencyTime)
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{
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// Update game state (animations, position, etc.)
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var direction = Controler.GetSteerDirection();
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// Determine the number of degrees to be turned based on the input, speed and time between frames.
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var turn = direction * turnSpeed * Time.fixedDeltaTime;
@@ -65,7 +62,7 @@ public override void OnUpdate(float FixedFrequencyTime)
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// Get acceleration from controller
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var acceleration = Controler.GetAcceleration();
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// Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
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Vector3 movement = transform.forward * acceleration * speed * Time.fixedDeltaTime;
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var movement = transform.forward * acceleration * speed * Time.fixedDeltaTime;
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// Apply this movement to the rigidbody's position.
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rigidbody.MovePosition(rigidbody.position + movement);
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Assets/Plugins/VARP/Demo/Scripts/TankRepresentation.cs

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@@ -35,7 +35,7 @@ public override void OnUpdate(float RealTime)
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{
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if (MustInterpolate)
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{
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// Calculate the interpolation fractor, the factor will be in the range [0, 1]
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// Calculate the interpolation factor, the factor will be in the range [0, 1]
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var factor = Mathf.Min((RealTime - LastChangedTime) / Time.fixedDeltaTime, 1f);
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// Use spherical linear interpolation for the world matrix
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Entity.InterpolateSLERP(transform, factor);
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Assets/Plugins/VARP/Demo/Scripts/tabk_model.prefab.meta

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