Closed spig95 closed 1 year ago
Maybe the next checkpoint could disorient if the checkpoint is below, the player should point the direction of progress for the current puzzle, so then we need a definition for the direction of progress. (@AleDeNic ) Regardless it should be something that is not disorienting
note that right now it stores the orientation when you unlock a checkpoint and then always uses that on respawn, so we really have to change which orientation is stored, then it will automatically use that when respawning
UpdateCpValuesCoroutine() ---> _lastCheckPointRotation (line 71)
After a respawn, we should check if there is an
endAnchor
in the current puzzle and, if so, set the rotation such that the player looks toward that anchor.Option 1: I guess we could ask to
ReactToPlayerCollision
to return theendAnchor
location, and pass it as an optional argument to theUpdateCheckpointValues
Option 2: trigger an event to change the rotation, react to the event in mouselook. I think the second one is easier to implement