fix gravity with door transition
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@@ -33,7 +33,11 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
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Color blackScreenColor = Color.black;
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playerController.SetCharacterControl(false);
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// Play enter room animation (wait seconds during animation)
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// Don't use the Y axis to look at the door
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Vector3 positionToLookAt = new Vector3(door.transform.position.x, playerController.DougBody.transform.position.y, door.transform.position.z);
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playerController.DougBody.transform.LookAt(positionToLookAt);
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// Play door open animation
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if (door.requiresInteraction)
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yield return new WaitForSeconds(0.2f);
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@@ -47,7 +51,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
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}
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fadeTime = 0;
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transform.position = door.linkedDoor.transform.position;
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playerController.CharacterControllerMove(door.linkedDoor.transform.position - transform.position);
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playerController.DougBody.transform.rotation = door.linkedDoor.transform.rotation;
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while (fadeTime < fadeDuration)
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