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Question by GeneticCore · May 07, 2018 at 07:46 PM · portal

Portals not working for game

i have been making a pac-man style game and i have been adding portals to the game, however when i test them only a singular portal works, i have tried remaking the portals, restarting the program, everything and still nothing works.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class BakkaMan : MonoBehaviour {

 public float speed = 4.0f;

 public Sprite idleSprite;

 private Vector2 direction = Vector2.zero;
 private Vector2 nextDirection;

 private Node currentNode, targetNode, previousNode;


 // Use this for initialization
 void Start() {

     Node node = GetNodeAtPosition(transform.localPosition);

     if (node != null) {

         currentNode = node;
         Debug.Log(currentNode);


     }

     direction = Vector2.left;
     ChangePosition (direction);
 }

 // Update is called once per frame
 void Update()  {

     CheckInput();

     Move();

     UpdateOrientation();
     
     UpdateAnimationState();
 }

 void CheckInput() {

     if (Input.GetKeyDown(KeyCode.LeftArrow)) {

         ChangePosition(Vector2.left);
     }
     else if (Input.GetKeyDown(KeyCode.RightArrow)) {

         ChangePosition(Vector2.right);
     }
     else if (Input.GetKeyDown(KeyCode.UpArrow)) {

         ChangePosition(Vector2.up);
     }
     else if (Input.GetKeyDown(KeyCode.DownArrow)) {

         ChangePosition(Vector2.down);

     }
     else if (Input.GetKeyDown(KeyCode.W)) {

         ChangePosition(Vector2.up);

     }
     else if (Input.GetKeyDown(KeyCode.S)) {

         ChangePosition(Vector2.down);

     }
     else if (Input.GetKeyDown(KeyCode.A))
     {

         ChangePosition(Vector2.left);

     }
     else if (Input.GetKeyDown(KeyCode.D))
     {

         ChangePosition(Vector2.right);

     }
 }

 void ChangePosition (Vector2 d) {

     if (d != direction) 
         nextDirection = d;

     if (currentNode != null) {

         Node moveToNode = CanMove(d);

         if (moveToNode !=null) {
             direction = d;
             targetNode = moveToNode;
             previousNode = currentNode;
             currentNode = null;
         }
         
     }

 }

 void Move() {

     if (targetNode !=currentNode && targetNode != null) {

         if (nextDirection == direction * -1) {

             direction *= -1;

             Node tempNode = targetNode;
             targetNode = previousNode;
             previousNode = tempNode;



         }

         if (OverShotTarget()) {

             currentNode = targetNode;

             transform.localPosition = currentNode.transform.position;

             GameObject otherPortal = GetPortal(currentNode.transform.position);

             if (otherPortal != null) {

                 transform.localPosition = otherPortal.transform.position;

                 currentNode = otherPortal.GetComponent<Node> ();

             }

             Node moveToNode = CanMove (nextDirection);

             if (moveToNode != null)
                 direction = nextDirection;

             if (moveToNode == null)
                 moveToNode = CanMove(direction);

             if (moveToNode != null) {
                 targetNode = moveToNode;
                 previousNode = currentNode;
                 currentNode = null;

             } else {
                 direction= Vector2.zero;
             }

         } else {
             transform.localPosition += (Vector3)(direction * speed) * Time.deltaTime;

         }
     }
 }

 void MoveToNode(Vector2 d) {

     Node moveToNode = CanMove(d);

     if (moveToNode != null) {

         transform.localPosition = moveToNode.transform.position;

         currentNode = moveToNode;

     }
 }

 void UpdateOrientation() {

     if (direction == Vector2.left) {

         transform.localScale = new Vector3(-1, 1, 1);
         transform.localRotation = Quaternion.Euler(0, 0, 0);

     }
     else if (direction == Vector2.right) {

         transform.localScale = new Vector3(1, 1, 1);
         transform.localRotation = Quaternion.Euler(0, 0, 0);

     }
     else if (direction == Vector2.up) {

         transform.localScale = new Vector3(1, 1, 1);
         transform.localRotation = Quaternion.Euler(0, 0, 90);

     }
     else if (direction == Vector2.down)
     {

         transform.localScale = new Vector3(1, 1, 1);
         transform.localRotation = Quaternion.Euler(0, 0, 270);
     }
 }

 void UpdateAnimationState () {
     if (direction == Vector2.zero) {

         GetComponent<Animator>().enabled = false;
         GetComponent<SpriteRenderer>().sprite = idleSprite;


     } else {
         GetComponent<Animator>().enabled = true;

     }


 }


 Node CanMove(Vector2 d) {

     Node moveToNode = null;

     for (int i = 0; i < currentNode.neighbours.Length; i++) {

         if (currentNode.CorrectDirections[i] == d) {

             moveToNode = currentNode.neighbours[i];
             break;

         }
     }

     return moveToNode;

 }

 Node GetNodeAtPosition(Vector2 pos) {

     GameObject tile = GameObject.Find("Game").GetComponent<GameBoard>().board[(int)pos.x, (int)pos.y];

     if (tile != null) {

         return tile.GetComponent<Node>();

     }

     return null;

 }

 bool OverShotTarget() {
     float nodeToTarget = LengthFromNode(targetNode.transform.position);
     float nodeToSelf = LengthFromNode(transform.localPosition);

     return nodeToSelf > nodeToTarget;

 }

 float LengthFromNode(Vector2 targetPositon) {
     Vector2 vec = targetPositon - (Vector2)previousNode.transform.position;
     return vec.sqrMagnitude;


 }

 GameObject GetPortal(Vector2 pos) {
     GameObject tile = GameObject.Find("Game").GetComponent<GameBoard>().board[(int)pos.x, (int)pos.y];

     if (tile != null) {

         if (tile.GetComponent<Tile>() != null) {

             if (tile.GetComponent<Tile>().isPortal) {

                 GameObject otherPortal = tile.GetComponent<Tile>().portalReciever;
                 return otherPortal;

             }
         }

     }
     return null;
 }
 

}

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