using UnityEngine; using UnityEngine.InputSystem; namespace _02.Scripts.WaterAndShip { public class Player : MonoBehaviour { public float maxSpeed = 10f; public float acceleration = 2f; public float deceleration = 2f; public float turnSpeed = 10f; private Rigidbody rb; private Vector2 movementInput; void Awake() { rb = GetComponent(); } public void OnMove(InputValue value) { movementInput = value.Get(); } void FixedUpdate() { // Calculate the desired velocity Vector3 desiredVelocity = transform.forward * movementInput.y * maxSpeed; // If moving forward, use acceleration. Otherwise, use deceleration. float speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime; // Adjust the current velocity towards the desired velocity rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange); // Rotate the boat float turn = movementInput.x; Quaternion turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f); rb.MoveRotation(rb.rotation * turnRotation); } } }