From 8bc6bcdcc11c53ae94eefe9f63b1420362e25631 Mon Sep 17 00:00:00 2001 From: haitem Date: Sat, 29 Jan 2022 00:40:14 +0100 Subject: [PATCH] Repair change direction --- Assets/Scripts/PlayerController.cs | 32 ++++++++++-------------------- 1 file changed, 11 insertions(+), 21 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 705d9b9..9b0348d 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -11,15 +11,12 @@ public class PlayerController : MonoBehaviour public float lookXLimit = 7.5f; public Camera playerCamera; Vector3 moveDirection = Vector3.zero; - CharacterController characterController; public float rotationX = 0; // Start is called before the first frame update [HideInInspector] bool canMove = true; Rigidbody rb; - private GameObject collisionGameObject = null; - float moveDirectionY; public Vector3 jump; @@ -28,7 +25,6 @@ public class PlayerController : MonoBehaviour void Start() { rb = GetComponent(); - characterController = GetComponent(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; jump = new Vector3(0.0f, 2.0f, 0.0f); @@ -53,35 +49,29 @@ public class PlayerController : MonoBehaviour Debug.Log("Jump"); rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse); } - if(this.collisionGameObject != null){ - transform.rotation = Quaternion.Slerp(transform.rotation, this.collisionGameObject.transform.rotation, Time.deltaTime * 1.0f); - } rb.MovePosition(rb.position + moveDirection); - - //characterController.Move(moveDirection * Time.deltaTime); } - void OnCollisionExit(Collision other) { - if (other.gameObject.tag == "platform") - { - this.collisionGameObject = null; - } - } void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "platform") { - // FIXME: var thisTransform = this.gameObject.transform; - // thisTransform.eulerAngles = new Vector3(thisTransform.eulerAngles.x, thisTransform.eulerAngles.y, collision.transform.eulerAngles.z); - // thisTransform.rotation = new Quaternion(thisTransform.rotation.x, thisTransform.rotation.y, thisTransform.rotation.z, 1.0f) * Vector3.forward; - this.collisionGameObject = other.gameObject; + + Vector3 axis; + float angle; + + axis = Vector3.Cross(-transform.up, -other.transform.up); + if (axis != Vector3.zero) + { + angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.transform.up)); + transform.RotateAround(axis, angle); + } + Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down; Physics.gravity = gDirection * 9.81f; - Debug.Log(Physics.gravity); - //Physics.gravity = -Physics.gravity; } } }