Epilepsy sim

This commit is contained in:
2025-04-02 13:45:27 +01:00
parent 01242dd807
commit f76cc35c93
9 changed files with 2059 additions and 679 deletions

View File

@@ -4,6 +4,10 @@ public partial class PlayerMovement : MonoBehaviour
{
private void OnTriggerStay(Collider other)
{
m_WallCollisions.Add(other);
// Stops it trying to find the normals of portals
// if (other.CompareTag("Portal")) { return; }
// Else adds it to the list
// m_WallCollisions.Add(other);
}
}

View File

@@ -82,9 +82,27 @@ public partial class PlayerMovement : MonoBehaviour
//
Vector3 m_WallNormal;
// Only instance of the player
static PlayerMovement s_Instance;
public static Transform Orientation() => s_Instance.m_Orientation;
public static Vector3 Pos() => s_Instance.transform.position;
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v;
public static GameObject Object() => s_Instance.gameObject;
// Start is called before the first frame update
private void Start()
{
// Checks there is not more than one player at one time
if (s_Instance != null)
{
Debug.LogError("Multiple players");
return;
}
// Sets it to the instance
s_Instance = this;
// Stops the rigidbody from rotatating when we don't want it to
m_Body.freezeRotation = true;

View File

@@ -31,8 +31,7 @@ public partial class PlayerMovement : MonoBehaviour
Vector3 point = closest.ClosestPoint(transform.position);
Vector3 dir = point - transform.position;
RaycastHit hit;
if (Physics.Raycast(transform.position, dir.normalized, out hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
if (Physics.Raycast(transform.position, dir.normalized, out RaycastHit hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
{
normal = hit.normal;
return true;

View File

@@ -21,12 +21,10 @@ public class PortalCamera : MonoBehaviour
// Initialistion function for the camera
public void InitCamera(MeshRenderer renderer, PortalManager creator, Vector3 rot)
{
Debug.Log(rot);
//
// Transfers the passed rotation to be stored within the class
m_Rot = rot;
//
// Stores both portals
m_CapturePortal = creator.Linked();
m_DisplayPortal = creator;

View File

@@ -1,3 +1,4 @@
using UnityEditor.UIElements;
using UnityEngine;
public class PortalManager : MonoBehaviour
@@ -12,10 +13,17 @@ public class PortalManager : MonoBehaviour
[Header("Points")]
[SerializeField] Transform m_PlayerPoint;
// Private variables //
PortalManager m_OtherManager;
PortalCamera m_PortalCamera;
bool m_PlayerOverlapping = false;
// Gets the other end of the portal
public PortalManager Linked() => m_OtherManager;
// Gets the location of the player relative to the portal
public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
// Start is called before the first frame update
@@ -40,6 +48,54 @@ public class PortalManager : MonoBehaviour
// Updates is called every frame
void Update()
{
// Updates the player position relative to the portal
m_PlayerPoint.position = CameraController.Instance().transform.position;
// Checks if the player is overlapping with the portal
if (m_PlayerOverlapping)
{
Vector3 difference = PlayerMovement.Pos() - transform.position;
float dotProduct = Vector3.Dot(transform.up, difference);
// If this is true the player has crossed the portal
if (dotProduct < 0f || true)
{
Debug.Log("Teleported player");
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
PlayerMovement.Orientation().Rotate(Vector3.up, rotDif);
// Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset);
// Stops the overlapping as it has ended
m_PlayerOverlapping = false;
}
else
{
Debug.Log("Player was not teleported");
}
}
}
// When something enters the portal
private void OnTriggerEnter(Collider other)
{
// Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
m_PlayerOverlapping = true;
}
// When something exits the portal
private void OnTriggerExit(Collider other)
{
// Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
m_PlayerOverlapping = false;
}
}