Add platform manager
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m_Layer: 0
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m_Name: Platform
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m_TagString: platform
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m_Layer: 0
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m_Name: Platform_Blue
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m_TagString: platform
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m_Layer: 0
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m_Name: Platform_Green
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m_TagString: platform
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22
Assets/Scripts/PlatformManager.cs
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22
Assets/Scripts/PlatformManager.cs
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@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlatformManager : MonoBehaviour
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{
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public enum PlatformType {Pull, Push, Rotate};
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public PlatformType type = PlatformType.Pull;
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void Start()
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{
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}
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void FixedUpdate()
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{
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if (type == PlatformType.Rotate)
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{
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transform.Rotate(transform.forward);
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}
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}
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}
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11
Assets/Scripts/PlatformManager.cs.meta
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11
Assets/Scripts/PlatformManager.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fdc803964e5f2b042bece1765b69164f
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -45,7 +45,7 @@ public class PlayerController : MonoBehaviour
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if (Input.GetKeyDown(KeyCode.Space) && isGoundet)
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if (Input.GetKeyUp(KeyCode.Space) && isGoundet)
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{
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Debug.Log("Jump");
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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@ -71,8 +71,15 @@ public class PlayerController : MonoBehaviour
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.transform.up));
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transform.RotateAround(axis, angle);
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}
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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Vector3 gDirection;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform != null && platform.type == PlatformManager.PlatformType.Pull) {
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gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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} else if (platform != null && platform.type == PlatformManager.PlatformType.Push) {
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gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.up;
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} else {
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gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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}
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Physics.gravity = gDirection * 9.81f;
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}
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