add subfolder structure

This commit is contained in:
2022-10-10 21:17:02 +02:00
parent 2d4bd97b8e
commit 6aebee68d3
47 changed files with 56 additions and 0 deletions

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@@ -0,0 +1,86 @@
using System;
using UnityEngine;
namespace Escape_Room_Engine.Portal
{
[RequireComponent(typeof(Collider), typeof(Rigidbody))]
public class PortalDriver : MonoBehaviour
{
/// <summary>
/// The object that will be transported through the portal. Usually either this object or a parent offset object.
/// If left empty, it will default to this object.
/// </summary>
public Transform traveller;
/// <summary>
/// Whether this portal driver has a clone mirroring it at other portals. Disable this for the player.
/// </summary>
public bool hasClone = true;
/// <summary>
/// The side of the portal this became tracked on.
/// </summary>
[HideInInspector] public int entrySide;
/// <summary>
/// The clone that is used to mirror this portal driver at another portal.
/// </summary>
[HideInInspector] public PortalDriverClone clone;
private Collider _collider;
private Rigidbody _rigidbody;
private void Awake()
{
// check whether the collider is set up correctly
_collider = GetComponent<Collider>();
if (_collider.isTrigger) throw new Exception("Collider must not be a trigger.");
// check whether the traveller is set
if (!traveller) traveller = transform;
// get the rigidbody if there is one
_rigidbody = GetComponent<Rigidbody>();
}
protected void Start()
{
if (hasClone)
clone = PortalDriverClone.Create(this);
}
private void Update()
{
if (hasClone && clone.gameObject.activeSelf)
clone.UpdatePosition(transform);
}
public void EnableClone(Portal at)
{
if (hasClone)
{
clone.portal = at;
clone.gameObject.SetActive(true);
}
}
public void DisableClone(Portal at)
{
if (hasClone && at.Equals(clone.portal)) // don't disable clones that are already at a different portal
{
clone.portal = null;
clone.gameObject.SetActive(false);
}
}
public void Teleport(Portal from, Portal to)
{
var m = to.transform.localToWorldMatrix * Portal.HalfRotation * from.transform.worldToLocalMatrix *
traveller.localToWorldMatrix;
traveller.SetPositionAndRotation(m.GetPosition(), m.rotation);
if (_rigidbody)
{
_rigidbody.velocity = to.transform.TransformDirection(
Portal.HalfRotation.rotation * from.transform.InverseTransformDirection(_rigidbody.velocity));
}
}
}
}