fix gravity with door transition

This commit is contained in:
2026-02-28 10:45:50 -06:00
parent 6052d0a2ce
commit 8a6338842a
3 changed files with 38 additions and 8 deletions
+6 -2
View File
@@ -33,7 +33,11 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
Color blackScreenColor = Color.black;
playerController.SetCharacterControl(false);
// Play enter room animation (wait seconds during animation)
// Don't use the Y axis to look at the door
Vector3 positionToLookAt = new Vector3(door.transform.position.x, playerController.DougBody.transform.position.y, door.transform.position.z);
playerController.DougBody.transform.LookAt(positionToLookAt);
// Play door open animation
if (door.requiresInteraction)
yield return new WaitForSeconds(0.2f);
@@ -47,7 +51,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
}
fadeTime = 0;
transform.position = door.linkedDoor.transform.position;
playerController.CharacterControllerMove(door.linkedDoor.transform.position - transform.position);
playerController.DougBody.transform.rotation = door.linkedDoor.transform.rotation;
while (fadeTime < fadeDuration)