more quaternion math mistakes
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544868c386
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@ -18,6 +18,8 @@ public class PlayerController : MonoBehaviour
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bool canMove = true;
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Rigidbody rb;
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private GameObject collisionGameObject = null;
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float moveDirectionY;
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public Vector3 jump;
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@ -51,22 +53,31 @@ public class PlayerController : MonoBehaviour
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Debug.Log("Jump");
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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}
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if(this.collisionGameObject != null){
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transform.rotation = Quaternion.Slerp(transform.rotation, this.collisionGameObject.transform.rotation, Time.deltaTime * 1.0f);
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}
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rb.MovePosition(rb.position + moveDirection);
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//characterController.Move(moveDirection * Time.deltaTime);
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}
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void OnCollisionEnter(Collision collision)
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void OnCollisionExit(Collision other) {
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if (other.gameObject.tag == "platform")
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{
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if (collision.gameObject.tag == "platform")
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this.collisionGameObject = null;
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}
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}
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void OnCollisionEnter(Collision other)
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{
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-- FIXME:
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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);
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, collision.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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// thisTransform.eulerAngles = new Vector3(thisTransform.eulerAngles.x, thisTransform.eulerAngles.y, collision.transform.eulerAngles.z);
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// thisTransform.rotation = new Quaternion(thisTransform.rotation.x, thisTransform.rotation.y, thisTransform.rotation.z, 1.0f) * Vector3.forward;
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this.collisionGameObject = other.gameObject;
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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Physics.gravity = gDirection * 9.81f;
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Debug.Log(Physics.gravity);
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