Repair rotation

This commit is contained in:
haitem 2022-01-29 14:07:27 +01:00
parent e9ae2c3079
commit 924373bd86
1 changed files with 13 additions and 20 deletions

View File

@ -23,8 +23,7 @@ public class PlayerController : MonoBehaviour
private bool isGrounded = false;
public bool isRunning = false;
private Vector3 saveRotation;
private Vector3 saveStartRotation;
private Vector3 saveDirection;
private Vector3 downDirection;
@ -81,6 +80,16 @@ public class PlayerController : MonoBehaviour
rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse);
jump = false;
}
if (saveDirection != Vector3.zero)
{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
transform.RotateAround(axis, angle * Time.deltaTime * 5f);
}
}
void OnCollisionExit(Collision other)
@ -100,9 +109,6 @@ public class PlayerController : MonoBehaviour
// Debug.Log("ERROR");
return;
}
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal);
if (other.GetContact(0).normal == other.transform.forward
|| other.GetContact(0).normal == -other.transform.forward
@ -116,12 +122,7 @@ public class PlayerController : MonoBehaviour
{
return;
}
// if (platform.type == PlatformManager.PlatformType.SpeedUp)
// {
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
transform.Rotate(axis * angle * 100.0f * Time.deltaTime);
//transform.RotateAround(axis, angle);
// }
// TODO: Handle other PlatformTypes
Physics.gravity = -other.GetContact(0).normal * 9.81f;
@ -145,16 +146,8 @@ public class PlayerController : MonoBehaviour
{
return;
}
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal);
if (axis != Vector3.zero)
{
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
transform.Rotate(axis * angle * 100.0f * Time.deltaTime);
//transform.RotateAround(axis, angle);
}
saveDirection = -other.GetContact(0).normal;
Vector3 gDirection;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();