49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
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// Sreed33
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Portal : MonoBehaviour
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{
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[Tooltip("The linked portal to move the player to when entering here")]
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[SerializeField] private GameObject friendPortal;
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// Boolean to prevent teleporting back and forth infinitely
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public static bool teleporting = false;
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/**********************************************************************************************/
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// Unity / game loop functions
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void OnCollisionEnter(Collision other)
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{
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if (other.gameObject.tag != "Player") return;
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// Only teleport if we are not teleporting
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if (!teleporting) TeleportChan(other);
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}
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/**********************************************************************************************/
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// Implementation
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void TeleportChan(Collision player)
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{
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teleporting = true;
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// Stop applying physics to the player until we finish teleporting
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player.rigidbody.isKinematic = true;
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// Move the player to the spawn position that is always the only child of Portal.cs
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Transform spawnPos = friendPortal.GetComponentInChildren<Portal>().transform.GetChild(0);
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player.transform.position = spawnPos.position;
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player.transform.rotation = spawnPos.rotation;
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// Always force the player down towards whatever surface they are waling on
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// + Allows player to walk on walls and ceilings after TP using local->world axis
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Physics.gravity = spawnPos.up * -9.81f;
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// Resume physics
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player.rigidbody.isKinematic = false;
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teleporting = false;
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}
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}
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