internal void Move(Vector3 move)
{
//if (move.magnitude > 1f)
// move.Normalize();
move = transform.InverseTransformDirection(move);
RaycastHit hitInfo;
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, 0.1f))
{
m_GroundNormal = hitInfo.normal;
}
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
turnValue = Mathf.Atan2(move.x, move.z);
forwardValue = move.z;
SetAnimator(move);
ApplyExtraTurnRotation();
}
void ApplyExtraTurnRotation()