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dev-2 ... dev

Author SHA1 Message Date
46db31b405 I wanna go to bed 2025-04-04 11:46:10 +01:00
14 changed files with 805 additions and 3331 deletions

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@@ -25,6 +25,13 @@ public partial class PlayerMovement : MonoBehaviour
// Resets portal state // Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1); m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
// Transfers all stored velocity to the player
if (m_StoredVel != Vector3.zero)
{
m_Body.velocity = m_StoredVel;
m_StoredVel = Vector3.zero;
}
// Works out the new state of the player // Works out the new state of the player
UpdatePlayerState(); UpdatePlayerState();
@@ -93,14 +100,15 @@ public partial class PlayerMovement : MonoBehaviour
public void WentThroughPortal(float change) public void WentThroughPortal(float change)
{ {
Debug.Log("Went thru portal");
// Resets the counter // Resets the counter
m_PortalFrameCounter = 20; m_PortalFrameCounter = 5;
// Rotates the velocity of the player // Rotates the velocity of the player
Vector3 vel = m_Body.velocity; Vector3 vel = m_Body.velocity;
vel = Quaternion.AngleAxis(change, Vector3.up) * vel; vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
m_Body.velocity = vel; m_Body.velocity = vel;
// Stores the velocity
m_StoredVel = vel;
} }
} }

View File

@@ -85,12 +85,20 @@ public partial class PlayerMovement : MonoBehaviour
// //
int m_PortalFrameCounter = 0; int m_PortalFrameCounter = 0;
//
Vector3 m_StoredVel;
// Only instance of the player // Only instance of the player
static PlayerMovement s_Instance; static PlayerMovement s_Instance;
public static Transform Orientation() => s_Instance.m_Orientation; public static Transform Orientation() => s_Instance.m_Orientation;
public static Vector3 Pos() => s_Instance.transform.position; public static Vector3 Pos() => s_Instance.transform.position;
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v; public static void SetPos(Vector3 v)
{
//Debug.Log(v);
s_Instance.transform.parent.position = v;
}
public static GameObject Object() => s_Instance.gameObject; public static GameObject Object() => s_Instance.gameObject;
public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0; public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
public static PlayerMovement Instance() => s_Instance; public static PlayerMovement Instance() => s_Instance;

View File

@@ -23,8 +23,6 @@ public class PortalManager : MonoBehaviour
// Gets the location of the player relative to the portal // Gets the location of the player relative to the portal
public Vector3 PlayerOffset() => m_PlayerPoint.localPosition; public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
static bool s_TeleportedThisFrame = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@@ -44,41 +42,64 @@ public class PortalManager : MonoBehaviour
m_PortalCamera.InitCamera(m_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f); m_PortalCamera.InitCamera(m_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f);
} }
// Updates is called every frame // Updates is called once per frame
void Update() void Update()
{ {
// Updates the player position relative to the portal // Updates the player position relative to the portal
m_PlayerPoint.position = CameraController.Instance().transform.position; m_PlayerPoint.position = CameraController.Instance().transform.position;
} }
void LateUpdate()
{
s_TeleportedThisFrame = true;
}
// When something enters the portal // When something enters the portal
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
// Changing the state if it is not the player will causes issues // Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; } if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
// Calculates if the player is going towards the portal // Calculates the differemce of some stuff
Vector3 difference = PlayerMovement.Pos() - transform.position; Vector3 difference = PlayerMovement.Pos() - transform.position;
// If this is true the player has crossed the portal // Checks they are able to travel through portals
if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true) if (PlayerMovement.CanGoThroughPortals())
{ {
Debug.Log("Telpeoted opaktyer");
// Rotates the player // Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation); float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f; rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif)); CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tellss the player it went through a portal // Tells the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif); PlayerMovement.Instance().WentThroughPortal(rotDif);
// Teleports the player // Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference; Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0)); PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.5f, 0));
} }
} }
//
private void OnCollisionEnter(Collision collision)
{
Debug.Log("Force teleported player");
// Changing the state if it is not the player will causes issues
if (collision.gameObject.CompareTag(PlayerMovement.Object().tag) == false) { return; }
// Doesnt do any logic to check if the player wanted to use a portal it just forces them
// Calculates the differemce of some stuff
Vector3 difference = PlayerMovement.Pos() - transform.position;
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tells the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif);
// Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.5f, 0));
}
} }

View File

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