It "works"

It's a buggy mess but it's a working buggy mess
This commit is contained in:
Pasha Bibko
2025-04-03 13:06:55 +01:00
parent d0de96ae0a
commit 653876e56e
8 changed files with 95 additions and 15 deletions

View File

@@ -48,7 +48,6 @@ MonoBehaviour:
m_OtherPortal: {fileID: 0} m_OtherPortal: {fileID: 0}
m_CameraPrefab: {fileID: 1179287573507601862, guid: 1a28b9e152b1d3d419d1881ea498fcbf, type: 3} m_CameraPrefab: {fileID: 1179287573507601862, guid: 1a28b9e152b1d3d419d1881ea498fcbf, type: 3}
m_PortalRenderer: {fileID: 4162196787169641245} m_PortalRenderer: {fileID: 4162196787169641245}
m_PlayerTag:
m_PlayerPoint: {fileID: 6158405577604730568} m_PlayerPoint: {fileID: 6158405577604730568}
--- !u!65 &5568742943214540714 --- !u!65 &5568742943214540714
BoxCollider: BoxCollider:
@@ -69,7 +68,7 @@ BoxCollider:
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m_Enabled: 1 m_Enabled: 1
serializedVersion: 3 serializedVersion: 3
m_Size: {x: 10, y: 10, z: 0.1} m_Size: {x: 10, y: 10, z: 0}
m_Center: {x: 0, y: 5, z: 0} m_Center: {x: 0, y: 5, z: 0}
--- !u!1 &2957412639318883996 --- !u!1 &2957412639318883996
GameObject: GameObject:
@@ -217,5 +216,59 @@ Transform:
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m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Layer: 0
m_Name: Back
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m_Icon: {fileID: 0}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 3117384245817137028}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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View File

@@ -70,4 +70,7 @@ public class CameraController : MonoBehaviour
// Sets its location to where it is tracking // Sets its location to where it is tracking
transform.position = m_Tracking.position; transform.position = m_Tracking.position;
} }
// Adds a way for external forces to modify the direction the player is looking
public void RotatePlayerDirection(Vector2 dif) => m_Rotation += dif;
} }

View File

@@ -22,6 +22,9 @@ public partial class PlayerMovement : MonoBehaviour
// Fixed Update is called once per physics update // Fixed Update is called once per physics update
private void FixedUpdate() private void FixedUpdate()
{ {
// Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
// Works out the new state of the player // Works out the new state of the player
UpdatePlayerState(); UpdatePlayerState();
@@ -81,10 +84,21 @@ public partial class PlayerMovement : MonoBehaviour
m_Body.velocity = v; m_Body.velocity = v;
// Doubles gravity if falling to feel less floaty // Doubles gravity if falling to feel less floaty
if (v.y < 0.0f) { GravityController.Instance().SetScale(8.0f); } if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); }
else { GravityController.Instance().SetScale(3f); } else { GravityController.Instance().SetScale(1f); }
// Clears all stored collisions // Clears all stored collisions
m_WallCollisions.Clear(); m_WallCollisions.Clear();
} }
public void WentThroughPortal(float change)
{
// Resets the counter
m_PortalFrameCounter = 3;
// Rotates the velocity of the player
Vector3 vel = m_Body.velocity;
vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
m_Body.velocity = vel;
}
} }

View File

@@ -82,6 +82,9 @@ public partial class PlayerMovement : MonoBehaviour
// //
Vector3 m_WallNormal; Vector3 m_WallNormal;
//
int m_PortalFrameCounter = 0;
// Only instance of the player // Only instance of the player
static PlayerMovement s_Instance; static PlayerMovement s_Instance;
@@ -89,6 +92,8 @@ public partial class PlayerMovement : MonoBehaviour
public static Vector3 Pos() => s_Instance.transform.position; public static Vector3 Pos() => s_Instance.transform.position;
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v; public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v;
public static GameObject Object() => s_Instance.gameObject; public static GameObject Object() => s_Instance.gameObject;
public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
public static PlayerMovement Instance() => s_Instance;
// Start is called before the first frame update // Start is called before the first frame update
private void Start() private void Start()

View File

@@ -1,4 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PlayerMovement : MonoBehaviour public partial class PlayerMovement : MonoBehaviour
{ {
@@ -56,6 +57,12 @@ public partial class PlayerMovement : MonoBehaviour
ApplyDrag(); ApplyDrag();
// Displays the speed of the player to the screen // Displays the speed of the player to the screen
m_SpeedDisplay.text = "Speed: " + new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s"; m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
// Reloads the game to stop falling off
if (Input.GetKey(KeyCode.R))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
} }
} }

View File

@@ -36,7 +36,7 @@ public partial class PlayerMovement : MonoBehaviour
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force); m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
// Checks if the player wants to jump // Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(5.0f, true); } if (m_JumpKeyPressed) { Jump(2.0f, true); }
} }
// If at the start of a slide provides a boost to the player or if the player is on a slope // If at the start of a slide provides a boost to the player or if the player is on a slope

View File

@@ -39,7 +39,6 @@ public partial class PlayerMovement : MonoBehaviour
else else
{ {
Debug.LogError("SOMETHING WENT WRONG");
normal = Vector3.zero; normal = Vector3.zero;
return false; return false;
} }

View File

@@ -1,4 +1,3 @@
using UnityEditor.UIElements;
using UnityEngine; using UnityEngine;
public class PortalManager : MonoBehaviour public class PortalManager : MonoBehaviour
@@ -54,25 +53,25 @@ public class PortalManager : MonoBehaviour
// Checks if the player is overlapping with the portal // Checks if the player is overlapping with the portal
if (m_PlayerOverlapping) if (m_PlayerOverlapping)
{ {
// Calculates if the player is going towards the portal
Vector3 difference = PlayerMovement.Pos() - transform.position; Vector3 difference = PlayerMovement.Pos() - transform.position;
float dotProduct = Vector3.Dot(transform.up, difference); float dotProduct = Vector3.Dot(m_PortalRenderer.gameObject.transform.up, difference);
Debug.Log(dotProduct + "\t" + difference);
// If this is true the player has crossed the portal // If this is true the player has crossed the portal
if (dotProduct < 0f) if (dotProduct < 0f && PlayerMovement.CanGoThroughPortals())
{ {
Debug.Log("Teleported player");
// Rotates the player // Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation); float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f; rotDif += 180.0f;
PlayerMovement.Orientation().Rotate(Vector3.up, rotDif); CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Teleports the player // Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference; Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + PlayerOffset() - new Vector3(0, 2, 0)); PlayerMovement.SetPos(m_OtherManager.transform.position + PlayerOffset() - new Vector3(0, 2, 0));
// Tellss the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif);
// Stops the overlapping as it has ended // Stops the overlapping as it has ended
m_PlayerOverlapping = false; m_PlayerOverlapping = false;
} }