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@ -24,6 +24,7 @@ public class PlayerController : MonoBehaviour
|
|||||||
|
|
||||||
public Vector3 jump;
|
public Vector3 jump;
|
||||||
public float jumpForce = 2.0f;
|
public float jumpForce = 2.0f;
|
||||||
|
private bool isGoundet = false;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -48,12 +49,15 @@ public class PlayerController : MonoBehaviour
|
|||||||
|
|
||||||
moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
|
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");
|
Debug.Log("Jump");
|
||||||
rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
|
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);
|
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);
|
//characterController.Move(moveDirection * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
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void OnCollisionExit(Collision other) {
|
void OnCollisionExit(Collision other)
|
||||||
|
{
|
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|
isGoundet = false;
|
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if (other.gameObject.tag == "platform")
|
if (other.gameObject.tag == "platform")
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{
|
{
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this.collisionGameObject = null;
|
this.collisionGameObject = null;
|
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@ -70,13 +76,9 @@ public class PlayerController : MonoBehaviour
|
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}
|
}
|
||||||
void OnCollisionEnter(Collision other)
|
void OnCollisionEnter(Collision other)
|
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{
|
{
|
||||||
|
isGoundet = true;
|
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if (other.gameObject.tag == "platform")
|
if (other.gameObject.tag == "platform")
|
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{
|
{
|
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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);
|
|
||||||
// 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;
|
Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
|
||||||
|
|
||||||
Physics.gravity = gDirection * 9.81f;
|
Physics.gravity = gDirection * 9.81f;
|
||||||
|
Loading…
Reference in New Issue
Block a user