//rotate tank in action transform.Rotate(0, turnForce, 0); transform.position += transform.forward *forwardMoveAmount * Time.deltaTime; }   2. #pragma strict var prefabBullet:Rigidbody; var shootForce:float; var shootPosition:Transform; function Update() { if(Input.GetButtonDown("Jump")) { var instanceBullet = Instantiate(prefabBullet, transform.position, shootPosition.rotation); instanceBullet.rigidbody.AddForce(shootPosition.right * shootForce); }}   3. #pragma strict function Update () { if(Input.GetKey("z")){ transform.Rotate(0,-5,0); } if(Input.GetKey("c")){ transform.Rotate(0,5,0); } }

Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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Question

If possible can someone help me convert (or rewrite) this code from unityscript/javascript to #C Script for Unity? Thank you!  

 

1.

#pragma strict

var forwardRate : float = 3;
var turnRate : float = 2;

function Update () {

//code below represents forward speed in action
var forwardMoveAmount = Input.GetAxis("Vertical") * forwardRate;


// force of the tank's turn
var turnForce = Input.GetAxis("Horizontal") * forwardRate;


//rotate tank in action
transform.Rotate(0, turnForce, 0);

transform.position += transform.forward *forwardMoveAmount * Time.deltaTime;


}

 

2.

#pragma strict var prefabBullet:Rigidbody; var shootForce:float; var shootPosition:Transform; function Update() { if(Input.GetButtonDown("Jump")) { var instanceBullet = Instantiate(prefabBullet, transform.position, shootPosition.rotation); instanceBullet.rigidbody.AddForce(shootPosition.right * shootForce); }}

 

3.

#pragma strict function Update () { if(Input.GetKey("z")){ transform.Rotate(0,-5,0); } if(Input.GetKey("c")){ transform.Rotate(0,5,0); } }
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