update door logic
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5dcc925067
commit
f658322d48
2 changed files with 7 additions and 4 deletions
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@ -71,6 +71,8 @@ public class Door : MonoBehaviour {
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private void Update() {
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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((Vector2)parent.GetCenter(), ( gameObject.transform.position ));
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}
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/// <summary>
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@ -81,14 +83,15 @@ 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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Vector2 centerToCollider = (Vector2) gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
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Vector2 centerToPlayer = (Vector2) player.gameObject.transform.position - parent.GetPosition() + parent.GetCenter();
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Vector2 centerToCollider = (Vector2) gameObject.transform.position - parent.GetCenter();
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Vector2 centerToPlayer = (Vector2) player.gameObject.transform.position - parent.GetCenter();
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float angle = Vector2.Angle(toOuter, ( centerToPlayer - centerToCollider ));
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if ( (angle > 90 && angle < 270) ) {
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if ( (angle > 90 && angle < 270) && (centerToPlayer - centerToCollider).magnitude < 1) {
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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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Debug.Log("magn: " + ( centerToPlayer - centerToCollider ).magnitude);
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Debug.Log("Leaving Trigger");
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if(parent == null) {
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Debug.Log("This door has no parent Room!");
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@ -453,7 +453,7 @@ public class DungeonGenerator {
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}
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}
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}
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Debug.Log(r.GetCenter() + " " + r.spawnpoints.Count + " spawn points.");
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//Debug.Log(r.GetCenter() + " " + r.spawnpoints.Count + " spawn points.");
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}
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public static void GenerateObjective(Room r) {
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