<commit_before>﻿using UnityEngine;
using System.Collections;
using XInputDotNetPure;

public class LaneMovement : MonoBehaviour 
{
    public float sideSpeed;
    public float sideDisp;
    public float forwardspeed;
    public float speedMultiplier;
    public float tilt;
    public float jumpDisp;
    public float jumpSpeed;
    public float trailTime = 2.0f;
    private uint hitCounter;
    private float baseSpeed;
   // public GameObject vibrate;

    private float horizontalAxis;
    private bool getSideInput;
    private bool getJumpInput;
    float horizontalStep;
    Vector3 tempTrans;
    Quaternion temprot;
    RaycastHit rHit;
    Rigidbody rgbody;
    float distanceToGround = 0;
    void Start()
    {
        hitCounter = 0;
        baseSpeed = forwardspeed;
        getSideInput = true;
        getJumpInput = true;
        rgbody = this.gameObject.GetComponent<Rigidbody>();
    }

    public void pickUp()
    {
        if (hitCounter < 4)
        {
            hitCounter += 1;
            forwardspeed = (1.0f + (speedMultiplier * hitCounter)) * baseSpeed;
            sideDisp = forwardspeed * 2.0f;
            this.gameObject.GetComponent<TrailRenderer>().enabled = true;
            StartCoroutine(endTrail());
            this.gameObject.GetComponentInChildren<AudioController>().incrementCounter();
        }
    }

    public void hit()
    {
        if (hitCounter > 0)
        {
            hitCounter -= 1;
            forwardspeed = (1.0f + (speedMultiplier * hitCounter)) * baseSpeed;
            sideDisp = forwardspeed * 2.0f;
            this.gameObject.GetComponentInChildren<AudioController>().decrementCounter();
        }
    }

	// Update is called once per frame
    void Update()
    {
        transform.Translate(transform.forward * forwardspeed * Time.deltaTime);
<commit_msg>small fix to lane movement<commit_after>﻿using UnityEngine;
using System.Collections;
using XInputDotNetPure;

public class LaneMovement : MonoBehaviour 
{
    public float sideSpeed;
    public float sideDisp;
    public float forwardspeed;
    public float speedMultiplier;
    public float tilt;
    public float jumpDisp;
    public float jumpSpeed;
    public float trailTime = 2.0f;
    private uint hitCounter;
    private float baseSpeed;
   // public GameObject vibrate;

    private float horizontalAxis;
    private bool getSideInput;
    private bool getJumpInput;
    float horizontalStep;
    Vector3 tempTrans;
    Quaternion temprot;
    RaycastHit rHit;
    Rigidbody rgbody;
    float distanceToGround = 0;
    void Start()
    {
        hitCounter = 0;
        baseSpeed = forwardspeed;
        getSideInput = true;
        getJumpInput = true;
        rgbody = this.gameObject.GetComponent<Rigidbody>();
    }

    public void pickUp()
    {
        if (hitCounter < 4)
        {
            hitCounter += 1;
            forwardspeed = (1.0f + (speedMultiplier * hitCounter)) * baseSpeed;
            sideDisp = forwardspeed * 2.0f;
        }
            this.gameObject.GetComponent<TrailRenderer>().enabled = true;
            StartCoroutine(endTrail());
            this.gameObject.GetComponentInChildren<AudioController>().incrementCounter();
    }

    public void hit()
    {
        if (hitCounter > 0)
        {
            hitCounter -= 1;
            forwardspeed = (1.0f + (speedMultiplier * hitCounter)) * baseSpeed;
            sideDisp = forwardspeed * 2.0f;
            this.gameObject.GetComponentInChildren<AudioController>().decrementCounter();
        }
    }

	// Update is called once per frame
    void Update()
    {
        transform.Translate(transform.forward * forwardspeed * Time.deltaTime);

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