2 Commits
dev ... dev-2

Author SHA1 Message Date
5091d6789a Started making new level 2025-04-04 14:48:54 +01:00
1f81b9cb2f Did stuff 2025-04-04 12:50:58 +01:00
12 changed files with 3796 additions and 1244 deletions

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@@ -93,8 +93,10 @@ 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 = 3; m_PortalFrameCounter = 20;
// Rotates the velocity of the player // Rotates the velocity of the player
Vector3 vel = m_Body.velocity; Vector3 vel = m_Body.velocity;

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@@ -17,14 +17,14 @@ public class PortalManager : MonoBehaviour
PortalManager m_OtherManager; PortalManager m_OtherManager;
PortalCamera m_PortalCamera; PortalCamera m_PortalCamera;
bool m_PlayerOverlapping = false;
// Gets the other end of the portal // Gets the other end of the portal
public PortalManager Linked() => m_OtherManager; public PortalManager Linked() => m_OtherManager;
// 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()
{ {
@@ -49,33 +49,11 @@ public class PortalManager : MonoBehaviour
{ {
// 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;
}
// Checks if the player is overlapping with the portal void LateUpdate()
if (m_PlayerOverlapping) {
{ s_TeleportedThisFrame = true;
// Calculates if the player is going towards the portal
Vector3 difference = PlayerMovement.Pos() - transform.position;
float dotProduct = Vector3.Dot(m_PortalRenderer.gameObject.transform.up, difference);
// If this is true the player has crossed the portal
if (dotProduct < 0f && PlayerMovement.CanGoThroughPortals())
{
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + PlayerOffset() - new Vector3(0, 2, 0));
// Tellss the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif);
// Stops the overlapping as it has ended
m_PlayerOverlapping = false;
}
}
} }
// When something enters the portal // When something enters the portal
@@ -83,15 +61,24 @@ public class PortalManager : MonoBehaviour
{ {
// 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; }
m_PlayerOverlapping = true;
}
// When something exits the portal // Calculates if the player is going towards the portal
private void OnTriggerExit(Collider other) Vector3 difference = PlayerMovement.Pos() - transform.position;
{
// Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
m_PlayerOverlapping = false;
// If this is true the player has crossed the portal
if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true)
{
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tellss 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, 1.0f, 0));
}
} }
} }

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