mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-04 01:49:07 +00:00
Made first level IG
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BIN
Assets/New Terrain.asset
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Assets/New Terrain.asset
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Assets/New Terrain.asset.meta
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Assets/ProBuilder Data/Default Color Palette.asset
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Assets/ProBuilder Data/Default Color Palette.asset
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6485
Assets/Scenes/ActualLevel1.unity
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6485
Assets/Scenes/ActualLevel1.unity
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@@ -6162,6 +6162,10 @@ PrefabInstance:
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value: 180
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propertyPath: m_PlayerTag
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value: Player
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@@ -12075,6 +12079,10 @@ PrefabInstance:
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propertyPath: m_PortalB
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propertyPath: m_PlayerTag
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value: Player
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@@ -23,8 +23,8 @@ public partial class PlayerMovement : MonoBehaviour
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{ m_State = PlayerState.SLIDING; }
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// Checks if the player is in the wall running state
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else if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
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{ m_State = PlayerState.WALL_RUNNING; }
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// else if (GetNormalOfClosestCollider(out m_WallNormal) && m_WallRunKeyPressed)
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// { m_State = PlayerState.WALL_RUNNING; }
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// Defaults to ruuning
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else { m_State = PlayerState.RUNNING; }
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@@ -7,9 +7,11 @@ public partial class PlayerMovement : MonoBehaviour
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private void UpdateInput()
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{
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// Calls get axis raw to ignore any uneeded scaling
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m_Input.x = Input.GetAxisRaw("Horizontal");
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//m_Input.x = Input.GetAxisRaw("Horizontal");
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m_Input.y = Input.GetAxisRaw("Vertical");
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m_Input.y = Mathf.Clamp(m_Input.y, 0, Mathf.Infinity);
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// Updates key press states
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m_JumpKeyPressed = Input.GetKey(m_JumpKey);
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m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
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@@ -8,8 +8,14 @@ public partial class PlayerMovement : MonoBehaviour
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Collider closest = null;
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foreach (Collider collision in m_WallCollisions)
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{
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Vector3 pos = collision.ClosestPoint(transform.position);
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{
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Vector3 pos = Vector3.zero;
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if (collision.GetType() != typeof(MeshCollider))
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{
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pos = collision.ClosestPoint(transform.position);
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}
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Vector3 dif = transform.position - pos;
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float distance = dif.magnitude;
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@@ -59,6 +59,9 @@ 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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transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot;
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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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}
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@@ -5,6 +5,7 @@ public class PortalManager : MonoBehaviour
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[Header("References")]
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[SerializeField] GameObject m_OtherPortal;
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[SerializeField] float m_AngleDif;
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[SerializeField] float m_CamDif;
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[Header("Set References")]
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[SerializeField] GameObject m_CameraPrefab;
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@@ -24,6 +25,8 @@ public class PortalManager : MonoBehaviour
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// Gets the location of the player relative to the portal
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public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
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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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