public float Update()
{
this.deltaTime = ((float) (DateTime.Now.Ticks - this.lastTime)) / 1E+07f;
this.lastTime = DateTime.Now.Ticks;
return this.deltaTime;
}
}
private static Vector3 GetMovementDirection() { float p = s_FPSTiming.Update(); if (s_Motion.sqrMagnitude == 0f) { s_FlySpeed = 0f; return(Vector3.zero); } float num2 = !Event.current.shift ? ((float)1) : ((float)5); if (s_FlySpeed == 0f) { s_FlySpeed = 9f; } else { s_FlySpeed *= Mathf.Pow(1.8f, p); } return((Vector3)(((s_Motion.normalized * s_FlySpeed) * num2) * p)); }