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- target: {fileID: 8768991388683709947, guid: 32d2ba4971e4c7e4ab98a1f9c37dcffc, type: 3}
|
||||
propertyPath: m_Name
|
||||
value: Cube (1)
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 32d2ba4971e4c7e4ab98a1f9c37dcffc, type: 3}
|
||||
|
@ -24,6 +24,7 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
public Vector3 jump;
|
||||
public float jumpForce = 2.0f;
|
||||
private bool isGoundet = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -48,12 +49,15 @@ public class PlayerController : MonoBehaviour
|
||||
|
||||
moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
if (Input.GetKeyDown(KeyCode.Space) && isGoundet)
|
||||
{
|
||||
Debug.Log("Jump");
|
||||
rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
|
||||
isGoundet = false;
|
||||
}
|
||||
if(this.collisionGameObject != null){
|
||||
|
||||
if (this.collisionGameObject != null)
|
||||
{
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, this.collisionGameObject.transform.rotation, Time.deltaTime * 1.0f);
|
||||
}
|
||||
|
||||
@ -62,7 +66,9 @@ public class PlayerController : MonoBehaviour
|
||||
//characterController.Move(moveDirection * Time.deltaTime);
|
||||
}
|
||||
|
||||
void OnCollisionExit(Collision other) {
|
||||
void OnCollisionExit(Collision other)
|
||||
{
|
||||
isGoundet = false;
|
||||
if (other.gameObject.tag == "platform")
|
||||
{
|
||||
this.collisionGameObject = null;
|
||||
@ -70,13 +76,9 @@ public class PlayerController : MonoBehaviour
|
||||
}
|
||||
void OnCollisionEnter(Collision other)
|
||||
{
|
||||
isGoundet = true;
|
||||
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 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
|
||||
|
||||
Physics.gravity = gDirection * 9.81f;
|
||||
|
Loading…
Reference in New Issue
Block a user