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https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Portals Actually Work
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@@ -49,8 +49,7 @@ public class PortalCamera : MonoBehaviour
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}
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}
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// Update is called every frame
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void Update()
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void LateUpdate()
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{
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// Gets the offset of the player from the display portal
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Vector3 offset = m_DisplayPortal.PlayerOffset();
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@@ -63,8 +62,6 @@ public class PortalCamera : MonoBehaviour
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float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation);
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Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
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Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
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//Vector3 d = new(m_CapturePortal.CamDif(), 0f, 0f);
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//Vector3 d = new(0f, 0f, m_CapturePortal.CamDif());
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Vector3 d = new(0f, m_CapturePortal.CamDif(), 0f);
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transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot + d;
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}
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class PortalManager : MonoBehaviour
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@@ -27,8 +28,6 @@ public class PortalManager : MonoBehaviour
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public float CamDif() => m_CamDif;
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static bool s_TeleportedThisFrame = false;
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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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@@ -48,16 +47,9 @@ public class PortalManager : MonoBehaviour
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m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f);
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}
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// Updates is called every frame
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void Update()
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{
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// Updates the player position relative to the portal
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m_PlayerPoint.position = CameraController.Instance().transform.position;
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}
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void LateUpdate()
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{
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s_TeleportedThisFrame = true;
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m_PlayerPoint.position = CameraController.Instance().transform.position;
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}
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// When something enters the portal
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@@ -70,7 +62,7 @@ public class PortalManager : MonoBehaviour
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Vector3 difference = PlayerMovement.Pos() - transform.position;
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// If this is true the player has crossed the portal
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if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true)
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if (PlayerMovement.CanGoThroughPortals())
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{
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// Rotates the player
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float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;
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