miepzerino
2023-12-27 576c113fadde0791c40fad63b374f9430f875af5
Assets/Scripts/PlayerController.cs
@@ -1,6 +1,7 @@
using Assets.Scripts.Enums;
using Assets.Scripts.Helpers;
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -25,6 +26,7 @@
    TouchingDirections touchingDirections;
    // Time it takes to drill
    [SerializeField]
    private float drillingTime = 1f;
    private float timeSinceDrill = 0f;
    private bool drillToPosition;
@@ -141,11 +143,13 @@
    private void OnEnable()
    {
        CharacterEvents.characterDrillingToPosition += (DrillingToPosition);
        //CharacterEvents.characterDrillingToPositionAbort += (DrillingToPositionAbort);
    }
    private void OnDisable()
    {
        CharacterEvents.characterDrillingToPosition -= (DrillingToPosition);
        //CharacterEvents.characterDrillingToPositionAbort -= (DrillingToPositionAbort);
    }
    private void Awake()
@@ -298,28 +302,28 @@
                break;
        }
        //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name);
        if (contactPoints[0].otherRigidbody?.name == "Tilemap")
        if (contactPoints.Any(x => x.otherRigidbody?.name == "Tilemap"))
        {
            boxCollider.enabled = false;
            switch (drillDirection)
            {
                case DrillDirection.Left:
                case DrillDirection.Right:
                    IsDrillingLeftRight = true;
                    break;
                case DrillDirection.Down:
                    IsDrillingDown = true;
                    break;
                default:
                    Debug.Assert(false, "Add DrillDirection here!");
                    break;
            }
            CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
            CharacterEvents.characterDrill.Invoke(contactPoints.Single(x => x.otherRigidbody?.name == "Tilemap"), drillDirection);
        }
    }
    private void DrillingToPosition(Vector3 tilePosition)
    private void DrillingToPosition(Vector3 tilePosition, DrillDirection drillDirection)
    {
        boxCollider.enabled = false;
        switch (drillDirection)
        {
            case DrillDirection.Left:
            case DrillDirection.Right:
                IsDrillingLeftRight = true;
                break;
            case DrillDirection.Down:
                IsDrillingDown = true;
                break;
            default:
                Debug.Assert(false, "Add DrillDirection here!");
                break;
        }
        //Debug.Log("DrillingToPosition() called");
        //Debug.Log(gameObject.transform.position);
        drillToPosition = true;
@@ -328,6 +332,17 @@
        drillOriginalPosition = gameObject.transform.position;
        //Debug.Log("drillOriginalPosition: " + drillOriginalPosition);
    }
    //private void DrillingToPositionAbort()
    //{
    //    IsDrilling = false;
    //    //Debug.Log("DrillingToPosition() called");
    //    //Debug.Log(gameObject.transform.position);
    //    drillToPosition = false;
    //    //drillTilePosition = null;
    //    //Debug.Log("drillTilePosition: " + drillTilePosition);
    //    drillOriginalPosition = gameObject.transform.position;
    //    //Debug.Log("drillOriginalPosition: " + drillOriginalPosition);
    //}
    //private void DrillLeftOrRight()
    //{