mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
It "works"
It's a buggy mess but it's a working buggy mess
This commit is contained in:
@@ -48,7 +48,6 @@ MonoBehaviour:
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m_OtherPortal: {fileID: 0}
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m_CameraPrefab: {fileID: 1179287573507601862, guid: 1a28b9e152b1d3d419d1881ea498fcbf, type: 3}
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m_PortalRenderer: {fileID: 4162196787169641245}
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m_PlayerTag:
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m_PlayerPoint: {fileID: 6158405577604730568}
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--- !u!65 &5568742943214540714
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BoxCollider:
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@@ -69,7 +68,7 @@ BoxCollider:
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 10, y: 10, z: 0.1}
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m_Size: {x: 10, y: 10, z: 0}
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m_Center: {x: 0, y: 5, z: 0}
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--- !u!1 &2957412639318883996
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GameObject:
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@@ -217,5 +216,59 @@ Transform:
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- {fileID: 6525768614182165007}
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- {fileID: 2772991262862259612}
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- {fileID: 6158405577604730568}
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- {fileID: 8290014685027761188}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &7967144210440699741
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 8290014685027761188}
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- component: {fileID: 4196137517685965440}
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m_Layer: 0
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m_Name: Back
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!4 &8290014685027761188
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7967144210440699741}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 3117384245817137028}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!65 &4196137517685965440
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BoxCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7967144210440699741}
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m_Material: {fileID: 0}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Size: {x: 10, y: 10, z: 5}
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m_Center: {x: 0, y: 5, z: -3.5}
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@@ -70,4 +70,7 @@ public class CameraController : MonoBehaviour
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// Sets its location to where it is tracking
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transform.position = m_Tracking.position;
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}
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// Adds a way for external forces to modify the direction the player is looking
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public void RotatePlayerDirection(Vector2 dif) => m_Rotation += dif;
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}
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@@ -22,6 +22,9 @@ public partial class PlayerMovement : MonoBehaviour
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// Fixed Update is called once per physics update
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private void FixedUpdate()
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{
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// Resets portal state
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m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
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// Works out the new state of the player
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UpdatePlayerState();
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@@ -81,10 +84,21 @@ public partial class PlayerMovement : MonoBehaviour
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m_Body.velocity = v;
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// Doubles gravity if falling to feel less floaty
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if (v.y < 0.0f) { GravityController.Instance().SetScale(8.0f); }
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else { GravityController.Instance().SetScale(3f); }
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if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); }
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else { GravityController.Instance().SetScale(1f); }
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// Clears all stored collisions
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m_WallCollisions.Clear();
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}
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public void WentThroughPortal(float change)
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{
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// Resets the counter
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m_PortalFrameCounter = 3;
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// Rotates the velocity of the player
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Vector3 vel = m_Body.velocity;
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vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
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m_Body.velocity = vel;
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}
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}
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@@ -82,6 +82,9 @@ public partial class PlayerMovement : MonoBehaviour
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//
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Vector3 m_WallNormal;
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//
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int m_PortalFrameCounter = 0;
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// Only instance of the player
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static PlayerMovement s_Instance;
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@@ -89,6 +92,8 @@ public partial class PlayerMovement : MonoBehaviour
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public static Vector3 Pos() => s_Instance.transform.position;
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public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v;
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public static GameObject Object() => s_Instance.gameObject;
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public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
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public static PlayerMovement Instance() => s_Instance;
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// Start is called before the first frame update
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private void Start()
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class PlayerMovement : MonoBehaviour
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{
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@@ -56,6 +57,12 @@ public partial class PlayerMovement : MonoBehaviour
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ApplyDrag();
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// Displays the speed of the player to the screen
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m_SpeedDisplay.text = "Speed: " + new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
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m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
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// Reloads the game to stop falling off
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if (Input.GetKey(KeyCode.R))
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
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}
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}
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}
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@@ -36,7 +36,7 @@ public partial class PlayerMovement : MonoBehaviour
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m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
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// Checks if the player wants to jump
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if (m_JumpKeyPressed) { Jump(5.0f, true); }
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if (m_JumpKeyPressed) { Jump(2.0f, true); }
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}
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// If at the start of a slide provides a boost to the player or if the player is on a slope
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@@ -39,7 +39,6 @@ public partial class PlayerMovement : MonoBehaviour
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else
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{
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Debug.LogError("SOMETHING WENT WRONG");
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normal = Vector3.zero;
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return false;
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}
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@@ -1,4 +1,3 @@
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using UnityEditor.UIElements;
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using UnityEngine;
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public class PortalManager : MonoBehaviour
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@@ -54,25 +53,25 @@ public class PortalManager : MonoBehaviour
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// Checks if the player is overlapping with the portal
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if (m_PlayerOverlapping)
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{
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// Calculates if the player is going towards the portal
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Vector3 difference = PlayerMovement.Pos() - transform.position;
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float dotProduct = Vector3.Dot(transform.up, difference);
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Debug.Log(dotProduct + "\t" + difference);
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float dotProduct = Vector3.Dot(m_PortalRenderer.gameObject.transform.up, difference);
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// If this is true the player has crossed the portal
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if (dotProduct < 0f)
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if (dotProduct < 0f && PlayerMovement.CanGoThroughPortals())
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{
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Debug.Log("Teleported player");
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// Rotates the player
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float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
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rotDif += 180.0f;
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PlayerMovement.Orientation().Rotate(Vector3.up, rotDif);
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CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
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// Teleports the player
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Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
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PlayerMovement.SetPos(m_OtherManager.transform.position + PlayerOffset() - new Vector3(0, 2, 0));
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// Tellss the player it went through a portal
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PlayerMovement.Instance().WentThroughPortal(rotDif);
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// Stops the overlapping as it has ended
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m_PlayerOverlapping = false;
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}
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