Portals Actually Work

This commit is contained in:
2025-04-30 09:51:58 +01:00
parent e1be308f05
commit 9d8ada0d64
2 changed files with 4 additions and 15 deletions

View File

@@ -49,8 +49,7 @@ public class PortalCamera : MonoBehaviour
}
}
// Update is called every frame
void Update()
void LateUpdate()
{
// Gets the offset of the player from the display portal
Vector3 offset = m_DisplayPortal.PlayerOffset();
@@ -63,8 +62,6 @@ public class PortalCamera : MonoBehaviour
float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation);
Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
//Vector3 d = new(m_CapturePortal.CamDif(), 0f, 0f);
//Vector3 d = new(0f, 0f, m_CapturePortal.CamDif());
Vector3 d = new(0f, m_CapturePortal.CamDif(), 0f);
transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot + d;
}

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
public class PortalManager : MonoBehaviour
@@ -27,8 +28,6 @@ public class PortalManager : MonoBehaviour
public float CamDif() => m_CamDif;
static bool s_TeleportedThisFrame = false;
// Start is called before the first frame update
void Start()
{
@@ -48,16 +47,9 @@ public class PortalManager : MonoBehaviour
m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f);
}
// Updates is called every frame
void Update()
{
// Updates the player position relative to the portal
m_PlayerPoint.position = CameraController.Instance().transform.position;
}
void LateUpdate()
{
s_TeleportedThisFrame = true;
m_PlayerPoint.position = CameraController.Instance().transform.position;
}
// When something enters the portal
@@ -70,7 +62,7 @@ public class PortalManager : MonoBehaviour
Vector3 difference = PlayerMovement.Pos() - transform.position;
// If this is true the player has crossed the portal
if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true)
if (PlayerMovement.CanGoThroughPortals())
{
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;