Fix Player
Destroying block when resuming game from pause menu, Player "flying over ground" after falling down a block
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@@ -1808,7 +1808,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1789911866}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 150, y: 50.039, z: 150}
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m_LocalPosition: {x: 150, y: 49.961, z: 150}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1934992309}
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@@ -1951,7 +1951,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1934992308}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1.7, z: 0.036}
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m_LocalPosition: {x: 0, y: 1.557, z: 0.036}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 1789911868}
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@@ -67,6 +67,12 @@ public class Player : MonoBehaviour
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CalculateVelocity();
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transform.Translate(velocity, Space.World);
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//fix error in calculated position y
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if (isGrounded)
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{
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transform.position = new Vector3(transform.position.x, (int)transform.position.y, transform.position.z);
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}
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//check if position or rotation had changed and send an update
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Vector3 position = transform.position;
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Quaternion rotation = transform.rotation;
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@@ -130,6 +136,8 @@ public class Player : MonoBehaviour
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transform.Rotate(0, mouseX * Time.timeScale, 0);
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//send destroy block request to server
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if(Time.timeScale > 0)
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{
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if (Input.GetMouseButtonDown(0) || (Input.GetAxis("Right Trigger") > 0 && lastTriggerR == 0))
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{
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if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit, 8))
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@@ -138,6 +146,7 @@ public class Player : MonoBehaviour
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client.EditBlock(hit.point, 0);
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}
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}
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}
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lastTriggerR = Input.GetAxis("Right Trigger");
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@@ -169,6 +178,8 @@ public class Player : MonoBehaviour
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}
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//send build block request to server
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if(Time.timeScale > 0)
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{
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if (Input.GetMouseButtonDown(1) || (Input.GetAxis("Left Trigger") > 0 && lastTriggerL == 0))
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{
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if (Physics.Raycast(camera.transform.position, camera.transform.forward, out RaycastHit hit, 8))
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@@ -177,6 +188,7 @@ public class Player : MonoBehaviour
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client.EditBlock(hit.point, currentBlock);
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}
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}
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}
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lastTriggerL = Input.GetAxis("Left Trigger");
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@@ -239,10 +251,10 @@ public class Player : MonoBehaviour
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private float CheckDownSpeed(float downSpeed)
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{
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if (
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world.CheckBlock(new Vector3(transform.position.x - playerWidth, transform.position.y + downSpeed, transform.position.z - playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x + playerWidth, transform.position.y + downSpeed, transform.position.z - playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x + playerWidth, transform.position.y + downSpeed, transform.position.z + playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x - playerWidth, transform.position.y + downSpeed, transform.position.z + playerWidth))
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world.CheckBlock(new Vector3(transform.position.x - playerWidth, (int)(transform.position.y + downSpeed), transform.position.z - playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x + playerWidth, (int)(transform.position.y + downSpeed), transform.position.z - playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x + playerWidth, (int)(transform.position.y + downSpeed), transform.position.z + playerWidth)) ||
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world.CheckBlock(new Vector3(transform.position.x - playerWidth, (int)(transform.position.y + downSpeed), transform.position.z + playerWidth))
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)
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{
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isGrounded = true;
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@@ -66,9 +66,9 @@ public class World : MonoBehaviour
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{
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byte id = playersToCreate.Dequeue();
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GameObject player = Instantiate(playerPrefab);
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player.transform.position = new Vector3((byte)player.transform.position.x,
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player.transform.position = new Vector3((int)player.transform.position.x,
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GetHeight((byte)player.transform.position.x, (byte)player.transform.position.z) + 2,
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(byte)player.transform.position.z);
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(int)player.transform.position.z);
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player.transform.SetParent(gameObject.transform);
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otherPlayers.Add(id, player);
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}
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@@ -174,7 +174,7 @@ public class World : MonoBehaviour
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(int)(positionInWorld.z / Data.chunkWidth));
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int xInChunk = (int)(positionInWorld.x - chunk.x * Data.chunkWidth);
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int yInChunk = (int)positionInWorld.y;
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int yInChunk = (int)(positionInWorld.y);
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int zInChunk = (int)(positionInWorld.z - chunk.z * Data.chunkWidth);
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if (chunks[chunk.x, chunk.z] != null)
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