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Load Diff
@@ -25,6 +25,13 @@ public partial class PlayerMovement : MonoBehaviour
|
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// 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)
|
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|
{
|
||||||
|
m_Body.velocity = m_StoredVel;
|
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|
m_StoredVel = Vector3.zero;
|
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|
}
|
||||||
|
|
||||||
// Works out the new state of the player
|
// Works out the new state of the player
|
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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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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|||||||
@@ -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;
|
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|
}
|
||||||
|
|
||||||
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;
|
||||||
|
|||||||
@@ -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;
|
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||||||
|
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||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
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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);
|
||||||
}
|
}
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||||||
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// Updates is called every frame
|
// Updates is called once per frame
|
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void Update()
|
void Update()
|
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{
|
{
|
||||||
// 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()
|
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{
|
|
||||||
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())
|
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{
|
{
|
||||||
|
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));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
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||||||
|
//
|
||||||
|
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));
|
||||||
|
}
|
||||||
}
|
}
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@@ -10,7 +10,7 @@ Shader "Unlit/ScreenCutoutShader"
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Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Lighting Off
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Lighting Off
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Cull Back
|
Cull Off
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ZWrite On
|
ZWrite On
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ZTest Less
|
ZTest Less
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@@ -2,21 +2,15 @@
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%TAG !u! tag:unity3d.com,2011:
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%TAG !u! tag:unity3d.com,2011:
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Reference in New Issue
Block a user