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
+3 -3
View File
@@ -953,13 +953,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 151657444}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.475, y: 34.3, z: -0}
m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
m_LocalPosition: {x: -0.47499996, y: 34.3, z: 0.00000012626319}
m_LocalScale: {x: 1.1708915, y: 69.57974, z: 1.1708915}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 441147620}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_LocalEulerAnglesHint: {x: 0, y: 180, z: 0}
--- !u!114 &151657446
MonoBehaviour:
m_ObjectHideFlags: 0
+29 -3
View File
@@ -29,6 +29,8 @@ void Start()
// Update is called once per frame
void Update()
{
moveDir = Vector3.zero;
if (hasControl)
{
if (!isDigging)
@@ -37,8 +39,8 @@ void Update()
TryInteract();
}
Walk();
DigDetector();
ApplyWalk();
// TODO: This is just for testing, remove or clean up if used
if (Input.GetKeyDown(KeyCode.LeftShift))
@@ -46,12 +48,15 @@ void Update()
cameraController.RotateCam();
}
}
ApplyGravity();
DoMovement();
}
/// <summary>
/// Handle movement
/// Apply walking inputs to moveDir
/// </summary>
void Walk()
void ApplyWalk()
{
float verticalMovement = 0;
float horizontalMovement = 0;
@@ -72,17 +77,38 @@ void Walk()
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
moveDir = matrix.MultiplyPoint3x4(moveDir);
}
}
/// <summary>
/// Apply gravity to moveDir
/// </summary>
void ApplyGravity()
{
moveDir *= walkSpeed;
if (!characterController.isGrounded)
{
moveDir.y = -gravity;
}
}
/// <summary>
/// Move character with moveDir
/// </summary>
void DoMovement()
{
characterController.Move(moveDir * Time.deltaTime);
}
/// <summary>
/// Pass movement into character controller, lets us expose function without exposing
/// whole char controller
/// </summary>
public void CharacterControllerMove(Vector3 movement)
{
characterController.Move(movement);
}
/// <summary>
/// Detect input for digging (will eventually be tool agnostic)
/// </summary>
+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)