using UnityEngine; namespace NitroxClient.Unity.Smoothing { class ExosuitSmoothRotation : SmoothRotation { private const float SMOOTHING_SPEED = 20f; private float timeCount = 0; private Quaternion target; public new Quaternion Target { get => target; set { timeCount = 0; target = value; } } public ExosuitSmoothRotation(Quaternion initial) { Target = Current = initial; } public ExosuitSmoothRotation() { } public new void FixedUpdate() { Current = Quaternion.Slerp(Current, Target, timeCount + SMOOTHING_SPEED * Time.fixedDeltaTime); timeCount += SMOOTHING_SPEED * Time.fixedDeltaTime; } } }