private CalcCurrentVelUsingDeacceleration ( ) : void | ||
리턴 | void |
private void CalcCurrentVelUsingDeacceleration()
{
float oldSpeed = CurrentVelocity.magnitude;
float deacceleration = inertiaEffectDeacceleration * Time.deltaTime;
if (deacceleration < oldSpeed)
{
float newSpeed = Mathf.Clamp(oldSpeed - deacceleration, 0.0f, inertiaEffectMaxSpeed);
Vector3 normalizedVel = CurrentVelocity / oldSpeed;
CurrentVelocity = normalizedVel * newSpeed;
}
else
{
CurrentVelocity = Vector3.zero;
}
}