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@ -88,8 +88,8 @@ public class PlayerController : MonoBehaviour
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currentSpeed -= 0.01f;
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}
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float curSpeedX = canMove ? (currentSpeed + speedModifier) : 0;
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float curSpeedY = canMove ? (currentSpeed + currentSpeed + speedModifier) * Input.GetAxis("Horizontal") : 0;
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float curSpeedX = canMove ? (currentSpeed + speedModifier): 0;
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float curSpeedY = canMove ? (currentSpeed + speedModifier) * Input.GetAxis("Horizontal") : 0;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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@ -201,10 +201,10 @@ public class PlayerController : MonoBehaviour
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switch (platform.type)
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{
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case PlatformManager.PlatformType.Push:
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rb.AddForce(-(other.transform.position - transform.position) * step, ForceMode.Force);
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rb.AddForce(-(other.transform.position - transform.position) * step, ForceMode.Impulse);
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break;
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case PlatformManager.PlatformType.Pull:
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rb.AddForce((other.transform.position - transform.position) * step, ForceMode.Force);
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rb.AddForce((other.transform.position - transform.position) * step, ForceMode.Impulse);
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break;
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}
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}
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@ -224,10 +224,10 @@ public class PlayerController : MonoBehaviour
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if (other.GetContact(0).normal == other.transform.forward
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|| other.GetContact(0).normal == -other.transform.forward
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|| other.GetContact(0).normal == -other.transform.right
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|| other.GetContact(0).normal == other.transform.right
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|| (other.GetContact(0).normal != -other.transform.up
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&& other.GetContact(0).normal != other.transform.up
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&& other.GetContact(0).normal != -other.transform.right
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&& other.GetContact(0).normal != other.transform.right)
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&& other.GetContact(0).normal != other.transform.up)
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)
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{
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return;
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@ -236,7 +236,7 @@ public class PlayerController : MonoBehaviour
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saveDirection = -other.GetContact(0).normal;
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// TODO: Handle other PlatformTypes
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Physics.gravity = -other.GetContact(0).normal * 9.81f;
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Physics.gravity = this.downDirection * 9.81f;
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}
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@ -276,17 +276,16 @@ public class PlayerController : MonoBehaviour
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}
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if (other.GetContact(0).normal == other.transform.forward
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|| other.GetContact(0).normal == -other.transform.forward
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|| other.GetContact(0).normal == -other.transform.right
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|| other.GetContact(0).normal == other.transform.right
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|| (other.GetContact(0).normal != -other.transform.up
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&& other.GetContact(0).normal != other.transform.up
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&& other.GetContact(0).normal != -other.transform.right
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&& other.GetContact(0).normal != other.transform.right)
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&& other.GetContact(0).normal != other.transform.up)
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)
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{
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return;
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}
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Vector3 gDirection = -transform.up;
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saveDirection = -other.GetContact(0).normal;
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Vector3 gDirection = -transform.up;
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if (platform == null)
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{
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gDirection = -transform.up;
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