edx/assignment10final/Assets/Scripts/Portal.cs

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2022-11-10 21:56:29 -03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.Characters.FirstPerson;
public class Portal : MonoBehaviour {
// the other portal that this will teleport to/render
public GameObject linkedPortal;
// used to help prevent us from infinitely teleporting back and forth
private bool portalActive = true;
void OnTriggerEnter(Collider other) {
if (portalActive) {
// make other portal not teleport us and our current one enabled
linkedPortal.GetComponent<Portal>().Toggle();
// OnExit never gets called after teleportation from a portal, so we
// need to toggle manually
Toggle();
// cache player rotation to revert after teleport
float xRot = other.transform.rotation.x;
float zRot = other.transform.rotation.z;
// set the player's position and rotation to the other portal's
other.transform.SetPositionAndRotation(linkedPortal.transform.position,
Quaternion.identity);
other.transform.rotation = linkedPortal.transform.parent.transform.rotation;
// Y rotation from portal
float yRot = other.transform.eulerAngles.y;
// combine previously cached axes with new Y to get new rotation
other.transform.eulerAngles = new Vector3(xRot, yRot, zRot);
// override FPSController's mouse look caching
other.GetComponent<FirstPersonController>().MouseReset();
}
}
void OnTriggerExit(Collider other) {
// re-enable this portal for teleportation after we've exited
// (teleporting into it)
Toggle();
}
public void Toggle() {
// whether we can actually use this portal to teleport
portalActive = !portalActive;
}
}