Added basic portals
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62
Assets/Scripts/World/PortalManager.cs
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62
Assets/Scripts/World/PortalManager.cs
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using UnityEngine;
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namespace InterfaceOff.WorldScene
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{
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public class PortalManager : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] GameObject m_OtherPortal;
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[SerializeField] Camera m_PlayerCamera;
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[Header("Set References")]
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[SerializeField] GameObject m_CameraPrefab;
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[SerializeField] MeshRenderer[] m_Renderers;
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[SerializeField] Transform m_PlayerPoint;
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// Private variables //
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PortalManager m_OtherManager;
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[SerializeField] PortalCamera m_PortalCamera;
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// Gets the other end of the portal
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public PortalManager Linked() => m_OtherManager;
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// Gets the location of the player relative to the portal
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public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
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// Start is called before the first frame update
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void Start()
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{
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// Validates that it is a portal
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m_OtherManager = m_OtherPortal.GetComponentInChildren<PortalManager>();
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if (m_OtherManager == null)
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{
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Debug.LogError("OtherPortal was not valid portal");
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return;
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}
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// Creates the camera in top-level heirachry and stores the PortalCamera script
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GameObject cam = Instantiate(m_CameraPrefab, transform.root.parent);
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m_PortalCamera = cam.GetComponentInChildren<PortalCamera>();
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// Initialises the camera so it renders to the portal and not the screen
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m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f);
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}
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void LateUpdate() => m_PlayerPoint.position = m_PlayerCamera.transform.position;
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// When something enters the portal
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private void OnTriggerEnter(Collider other)
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{
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// Changing the state if it is not the player will cause issues
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if (!other.CompareTag("Player"))
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{
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return;
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}
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// Calculates if the player is going towards the portal
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Vector3 difference = m_PlayerCamera.transform.position - transform.position;
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PlayerController.SetPos(m_OtherManager.transform.position + difference - new Vector3(0, 1.0f, 0));
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}
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}
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}
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