made skywalk teleportation istructions flip according to the rotation of the entered player.
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@ -323,12 +323,12 @@ public class Menu : MonoBehaviour
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if (PlayericonFloor1Parent.activeSelf)
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{
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PlayericonFloor1.GetComponent<RectTransform>().anchoredPosition = IMG_Player;
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Debug.Log(IMG_Player);
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//Debug.Log(IMG_Player);
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}
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if (PlayericonFloor2Parent.activeSelf)
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{
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PlayericonFloor2.GetComponent<RectTransform>().anchoredPosition = IMG_Player;
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Debug.Log(IMG_Player);
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//Debug.Log(IMG_Player);
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}
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/*
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@ -1,11 +1,30 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.XR.CoreUtils;
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using UnityEngine;
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public class SpaceEnterCollider : MonoBehaviour
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{
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public GameObject InstructionText;
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private void OnTriggerEnter(Collider other)
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{
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XROrigin player = other.GetComponent<XROrigin>();
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if (player == null) return;
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// Get player's Z rotation (in degrees)
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float playerZ = player.transform.rotation.eulerAngles.z;
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if (Mathf.Approximately(playerZ, 0f))
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{
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InstructionText.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
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//Debug.Log("Instruction text rotation" + InstructionText.transform.rotation);
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}
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else
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{
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InstructionText.transform.rotation = Quaternion.Euler(0f, 0f, -180f);
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//Debug.Log("Instruction text rotation" + InstructionText.transform.rotation);
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}
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GravityHandler playerGravity = other.GetComponent<GravityHandler>();
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if (playerGravity != null)
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{
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@ -16,6 +35,9 @@ public class SpaceEnterCollider : MonoBehaviour
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private void OnTriggerExit(Collider other)
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{
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XROrigin Player = other.GetComponent<XROrigin>();
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if (Player == null) return;
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GravityHandler playerGravity = other.GetComponent<GravityHandler>();
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if (playerGravity != null)
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{
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BIN
Assets/_PROJECT/Scenes/DeltaBuilding_base.unity
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BIN
Assets/_PROJECT/Scenes/DeltaBuilding_base.unity
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