Updated to 2020 LTS, removed some TODOs in CarLogic as they were not
applicable or I can't remember why I wrote them
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@@ -65,23 +65,7 @@ public class CarLogic : MonoBehaviour
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var steeringValue = steeringAction.ReadValue<float>();
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var accelerationValue = accelerationAction.ReadValue<float>();
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var brakeValue = brakeAction.ReadValue<float>();
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// TODO: The way that I changed this too I like a lot better, however I do want to eventually figure out what was wrong with this verbose approach.
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// Vector2 velocityDir = _transform.up;
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// var currentAngleRad = Mathf.Acos(Vector3.Dot(velocityDir, Vector3.up));
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// var deltaAngleRad = steeringValue * steeringAnglePerSecond * Time.deltaTime * Mathf.Deg2Rad;
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// var angleRad = deltaAngleRad + currentAngleRad;
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//
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// var angleCos = Mathf.Cos(angleRad);
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// var angleSin = Mathf.Sin(angleRad);
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// Vector2 nextVelocityDir;
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// nextVelocityDir.x = angleCos * velocityDir.x -
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// angleSin * velocityDir.y;
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// nextVelocityDir.y = angleSin * velocityDir.x +
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// angleCos * velocityDir.y;
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//
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// nextVelocityDir *= accelerationAmount * accelerationValue * Time.deltaTime;
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// TODO: probably not correct... ODE or some other formula.
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if (accelerationValue <= 0)
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{
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_currentAcceleration -= _rigidbody.drag * Time.deltaTime;
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