void OnTravellerEnterPortal(PortalTraveller traveller) { if (!trackedTravellers.Contains(traveller)) { traveller.EnterPortalThreshold(); traveller.PreviousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); } }
private void OnTravellerEnterPortal(PortalTraveller pTraveller) { if (!m_LptTravellers.Contains(pTraveller)) { pTraveller.EnterPortalThreshold(); pTraveller.previousOffsetFromPortal = pTraveller.transform.position - m_tTransform.position; m_LptTravellers.Add(pTraveller); } }
void OnTravellerEnterPortal(PortalTraveller traveller) { if ((!differentEyePortal.trackedTravellers.Contains(traveller)) && (!trackedTravellers.Contains(traveller))) { traveller.EnterPortalThreshold(); traveller.previousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); //Debug.Log("Add " + traveller.gameObject.name + " to " + gameObject.name); } }
void OnTravellerEnterPortal(PortalTraveller traveller) { if (!trackedTravellers.Contains(traveller)) { traveller.EnterPortalThreshold(); traveller.previousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); Physics.IgnoreCollision(traveller.GetComponent <Collider>(), embeddedWall, true); } }
// instantiate model clone for slicingv void OnTravellerEnterPortal(PortalTraveller traveller) { if (!trackedTravellers.Contains(traveller)) { Debug.Log("player entered portal"); //player.enabled = false; traveller.EnterPortalThreshold(); traveller.previousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); } }
void OnTravellerEnterPortal(PortalTraveller traveller) { //Debug.Log(gameObject.name); //Debug.Log("Traveller in"); if (!trackedTravellers.Contains(traveller)) { //Debug.Log("Traveller ADDED"); traveller.EnterPortalThreshold(); traveller.previousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); } }
// Use custom projection matrix to align portal camera's near clip plane with the surface of the portal // Note that this affects precision of the depth buffer, which can cause issues with effects like screenspace AO void OnTravellerEnterPortal(PortalTraveller traveller) { if (!trackedTravellers.Contains(traveller)) { if (linkedPortal.linkedPortal != this) { linkedPortal.linkedPortal = this; } traveller.EnterPortalThreshold(); traveller.previousOffsetFromPortal = traveller.transform.position - transform.position; trackedTravellers.Add(traveller); } }
void OnTravellerEnterPortal(PortalTraveller traveller) { if (!trackedTravellers.Contains(traveller)) { traveller.EnterPortalThreshold(); Transform tempTraveller; tempTraveller = traveller.transform; if (traveller.tag != "Player") { traveller.previousOffsetFromPortal = tempTraveller.position - transform.position; } else { traveller.previousOffsetFromPortal = tempTraveller.GetChild(0).GetChild(0).position - transform.position; } trackedTravellers.Add(traveller); } }