Some edits in playert
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@ -23,6 +23,9 @@ public class PlayerController : MonoBehaviour
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private bool isGrounded = false;
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public bool isRunning = false;
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private Vector3 saveRotation;
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private Vector3 saveStartRotation;
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private Vector3 downDirection;
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private Vector3 follow = Vector3.zero;
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@ -84,7 +87,7 @@ public class PlayerController : MonoBehaviour
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}
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}
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void OnCollisionStay(Collision other){
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void OnCollisionStay(Collision other) {
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if (other.gameObject.tag != "platform") return;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform == null)
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@ -101,18 +104,19 @@ public class PlayerController : MonoBehaviour
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|| other.GetContact(0).normal == -other.transform.forward
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|| (
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other.GetContact(0).normal != -other.transform.up
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&& other.GetContact(0).normal != other.transform.up
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&& other.GetContact(0).normal != -other.transform.right
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&& other.GetContact(0).normal != other.transform.right
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&& other.GetContact(0).normal != other.transform.up
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&& other.GetContact(0).normal != -other.transform.right
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&& other.GetContact(0).normal != other.transform.right
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)
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)
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{
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return;
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}
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{
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return;
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}
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// if (platform.type == PlatformManager.PlatformType.SpeedUp)
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// {
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
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transform.RotateAround(axis, angle);
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transform.Rotate(axis * angle * 100.0f * Time.deltaTime);
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//transform.RotateAround(axis, angle);
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// }
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// TODO: Handle other PlatformTypes
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Physics.gravity = -other.GetContact(0).normal * 9.81f;
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@ -124,6 +128,7 @@ public class PlayerController : MonoBehaviour
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isGrounded = true;
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if (other.gameObject.tag == "platform")
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{
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if (other.GetContact(0).normal == other.transform.forward
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|| other.GetContact(0).normal == -other.transform.forward
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|| (
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@ -143,7 +148,8 @@ public class PlayerController : MonoBehaviour
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if (axis != Vector3.zero)
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{
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
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transform.RotateAround(axis, angle);
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transform.Rotate(axis * angle * 100.0f * Time.deltaTime);
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//transform.RotateAround(axis, angle);
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}
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Vector3 gDirection;
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