broken player rotation
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3a3cd1fc0d
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544868c386
@ -363,7 +363,7 @@ GameObject:
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- component: {fileID: 708734973}
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m_Layer: 0
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m_Name: Cube
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m_TagString: Untagged
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m_TagString: platform
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -460,7 +460,7 @@ GameObject:
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- component: {fileID: 875163559}
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m_Layer: 0
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m_Name: Cube (4)
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m_TagString: Untagged
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m_TagString: platform
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -558,7 +558,7 @@ GameObject:
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- component: {fileID: 1429068750}
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m_Layer: 0
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m_Name: Cube (1)
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m_TagString: Untagged
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m_TagString: platform
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -720,7 +720,7 @@ GameObject:
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- component: {fileID: 2031243810}
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m_Layer: 0
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m_Name: Cube (3)
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m_TagString: Untagged
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m_TagString: platform
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@ -62,11 +62,13 @@ public class PlayerController : MonoBehaviour
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{
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if (collision.gameObject.tag == "platform")
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{
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this.gameObject.transform.rotation = collision.gameObject.transform.rotation;
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-- FIXME:
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var thisTransform = this.gameObject.transform;
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thisTransform.eulerAngles = new Vector3(thisTransform.eulerAngles.x, thisTransform.eulerAngles.y, collision.transform.eulerAngles.z);
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Vector3 direction = collision.gameObject.transform.rotation * Vector3.down;
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, collision.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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Physics.gravity = direction * 9.81f;
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Physics.gravity = gDirection * 9.81f;
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Debug.Log(Physics.gravity);
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//Physics.gravity = -Physics.gravity;
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}
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