add auto-walk from the door

This commit is contained in:
2026-03-07 11:33:41 -06:00
parent 13a1e24099
commit 94fa81168d
7 changed files with 270 additions and 20 deletions
+17 -3
View File
@@ -67,9 +67,11 @@ public void EnterSceneDoor(string scene, int door)
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
{
isTransitioningScenes = true;
playerController.SetCharacterControl(false);
// Fade to black
float fadeDuration = 0.2f;
float fadeDuration = 0.2f; // how long to fade to/from black
float moveDuration = 0.4f; // how long to auto walk into room from the door
float fadeTime = 0;
Color blackScreenColor = Color.black;
@@ -95,10 +97,10 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
// Make sure screen is black in new scene
blackScreen.color = blackScreenColor;
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (playerController != null && GameSceneManager.Instance != null)
{
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (door != null)
{
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
@@ -112,11 +114,23 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
yield return null;
}
// move character a little more
while (fadeTime < moveDuration)
{
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
isTransitioningScenes = false;
playerController.SetCharacterControl(true);
}
/// <summary>
+23
View File
@@ -109,6 +109,29 @@ public void CharacterControllerMove(Vector3 movement)
characterController.Move(movement);
}
/// <summary>
/// Auto-walk the character in the specified direction. Uses character's walk
/// speed and camera rotation (per-frame)
/// </summary>
public void WalkInDirection(Vector3 direction)
{
Vector3 forwardDir = direction;
forwardDir.y = 0; // don't move on the y axis
if (cameraController != null)
{
// re-matrix the rotation direction so movement is consistent no matter what
// the camera rotation is
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
forwardDir = matrix.MultiplyPoint3x4(forwardDir);
}
forwardDir *= walkSpeed;
characterController.Move(forwardDir * Time.deltaTime);
}
/// <summary>
/// Detect input for digging (will eventually be tool agnostic)
/// </summary>
+4
View File
@@ -4,6 +4,10 @@ public class RoomDoor : Interactable
{
public RoomDoor linkedDoor;
public bool requiresInteraction; // Do we need to press a button to enter?
// transform that the character should walk towards when entering the room
// through this door
public Transform WalkDirection;
TeleportHandler teleportHandler;
// not required and only plays if interaction is required
+4
View File
@@ -11,6 +11,10 @@ public class SceneDoor : Interactable
// Which door does this lead to in the scene this door takes us to?
public int IdOfCorrespondingDoor = 0;
// transform that the character should walk towards when entering the room
// through this door
public Transform WalkDirection;
public override void Interact()
{
// Do nothing
+11 -4
View File
@@ -28,14 +28,12 @@ public void EnterRoom(RoomDoor door)
/// </summary>
IEnumerator EnterRoomCoroutine(RoomDoor door)
{
float fadeDuration = 0.2f;
float fadeDuration = 0.2f; // how long to fade to/from black
float moveDuration = 0.4f; // how long to auto walk into room from the door
float fadeTime = 0;
Color blackScreenColor = Color.black;
playerController.SetCharacterControl(false);
// 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)
@@ -57,6 +55,15 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreenObject.color = blackScreenColor;
playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
fadeTime += Time.deltaTime;
yield return null;
}
// move character a little more
while (fadeTime < moveDuration)
{
playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
fadeTime += Time.deltaTime;
yield return null;
}