refactored PlayerController

This commit is contained in:
nexovec 2022-01-29 14:56:30 +01:00
parent 81d813ade8
commit d25e7cd1e8
2 changed files with 45 additions and 106 deletions

View File

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View File

@ -100,7 +100,8 @@ public class PlayerController : MonoBehaviour
}
}
void OnCollisionStay(Collision other) {
void OnCollisionStay(Collision other)
{
if (other.gameObject.tag != "platform") return;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform == null)
@ -135,37 +136,28 @@ public class PlayerController : MonoBehaviour
Vector3 gDirection;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
gDirection = -transform.up;
if (platform == null)
gDirection = -other.GetContact(0).normal;
switch (platform.type)
{
// FIXME: remove
this.downDirection = -transform.up;
return;
}
if (platform.type == PlatformManager.PlatformType.Pull)
{
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.Push)
{
gDirection = -other.GetContact(0).normal;
}
else if ((platform.type == PlatformManager.PlatformType.RotateY || platform.type == PlatformManager.PlatformType.RotateZ))
{
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.SpeedUp)
{
rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.SpeedDown)
{
rb.AddForce(other.transform.forward * platform.speed * 10 * Time.deltaTime, ForceMode.Impulse);
gDirection = -other.GetContact(0).normal;
case PlatformManager.PlatformType.Push:
break;
case PlatformManager.PlatformType.Pull:
break;
case PlatformManager.PlatformType.RotateY:
break;
case PlatformManager.PlatformType.RotateZ:
break;
case PlatformManager.PlatformType.SpeedUp:
rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
break;
case PlatformManager.PlatformType.SpeedDown:
rb.AddForce(other.transform.forward * platform.speed * 10 * Time.deltaTime, ForceMode.Impulse);
break;
default:
gDirection = -transform.up;
break;
}
this.downDirection = gDirection;
Physics.gravity = gDirection * 9.81f;
}
}