Door detection finished
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parent
638f18b54f
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2 changed files with 7 additions and 11 deletions
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@ -70,11 +70,11 @@ public class Door : MonoBehaviour {
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}
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private void Update() {
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Player player = GameController.instance.GetPlayer();
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Debug.DrawLine(gameObject.transform.position, gameObject.transform.position + new Vector3(toOuter.x, toOuter.y, 0));
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//Player player = GameController.instance.GetPlayer();
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//Debug.DrawLine(gameObject.transform.position, gameObject.transform.position + new Vector3(toOuter.x, toOuter.y, 0));
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//Debug.DrawLine(new Vector3(), ( Vector2 ) ( parent.GetCenter() ));
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Debug.DrawLine(player.gameObject.transform.position, gameObject.transform.position);
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Debug.DrawLine((Vector2)parent.GetCenter(), ( gameObject.transform.position ));
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//Debug.DrawLine(player.gameObject.transform.position, gameObject.transform.position);
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//Debug.DrawLine((Vector2)parent.GetCenter(), ( gameObject.transform.position ));
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}
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/// <summary>
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@ -85,10 +85,10 @@ public class Door : MonoBehaviour {
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// TODO only works correct for entering a room!
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if ( collision.tag == "Player") {
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Player player = collision.gameObject.GetComponent<Player>();
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Vector3 colliderToPlayer = player.gameObject.transform.position - gameObject.transform.position;
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float angle = Vector2.Angle(toOuter, player.gameObject.transform.position - gameObject.transform.position);
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Vector3 colliderToPlayer = player.gameObject.transform.position - ( gameObject.transform.position - (Vector3) (0.6f * (Vector2) toOuter));
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float angle = Vector2.Angle(toOuter, colliderToPlayer);
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if ( (angle > 90) && colliderToPlayer.magnitude < 1) {
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if ( angle < 90) {
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Debug.Log("Player is on the outside! Angle: " + angle);
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return;
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}
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@ -386,8 +386,4 @@ public class GameController : MonoBehaviour {
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public void Continue() {
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ChangeState(GameState.RUNNING);
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}
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public Player GetPlayer() {
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return player;
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}
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}
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