is on ground

This commit is contained in:
GamerClassN7 2022-01-29 00:07:22 +01:00
parent b598d87f52
commit a1e47bd02d
12 changed files with 941 additions and 128 deletions

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View File

@ -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);
} }
void OnCollisionExit(Collision other) { void OnCollisionExit(Collision other)
{
isGoundet = false;
if (other.gameObject.tag == "platform") if (other.gameObject.tag == "platform")
{ {
this.collisionGameObject = null; this.collisionGameObject = null;
@ -70,13 +76,9 @@ public class PlayerController : MonoBehaviour
} }
void OnCollisionEnter(Collision other) void OnCollisionEnter(Collision other)
{ {
isGoundet = true;
if (other.gameObject.tag == "platform") 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; 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;