miepzerino
2023-12-23 620932056c4501706e7afdf93b0185a9ea70e4a0
Assets/Scripts/PlayerController.cs
@@ -85,7 +85,7 @@
    {
        get
        {
            return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused;
            return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused && !IsDrilling;
        }
    }
@@ -113,70 +113,74 @@
    private void FixedUpdate()
    {
        if (moveInput.y == 0)
        if (CanMove)
        {
            if (rb.velocity.y <= maxFallSpeed)
            if (moveInput.y == 0)
            {
                // max fall speed, dont accelerate more
                rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
                if (rb.velocity.y <= maxFallSpeed)
                {
                    // max fall speed, dont accelerate more
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
                }
                else
                {
                    // normal fall
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
                }
            }
            else
            {
                // normal fall
                rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
                if (rb.velocity.y < 0 && moveInput.y > 0)
                {
                    // falling but moving upwards
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
                }
                else
                {
                    // moving upwards no falling
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
                }
            }
        }
        else
        {
            if (rb.velocity.y < 0 && moveInput.y > 0)
            if (touchingDirections.IsGrounded)
            {
                // falling but moving upwards
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
                if (maxFallSpeedCurrent < maxFallSpeedDamge)
                {
                    TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
                    maxFallSpeedCurrent = 0;
                }
            }
            else
            {
                // moving upwards no falling
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
            }
        }
        if (touchingDirections.IsGrounded)
        {
            if (maxFallSpeedCurrent < maxFallSpeedDamge)
            {
                TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
                maxFallSpeedCurrent = 0;
            }
        }
        else if (IsFlying)
        {
            maxFallSpeedCurrent = rb.velocity.y;
        }
        else
        {
            if (maxFallSpeedCurrent > rb.velocity.y)
            else if (IsFlying)
            {
                maxFallSpeedCurrent = rb.velocity.y;
            }
        }
        if (touchingDirections.IsGrounded && moveInput.y < 0 && !IsDrilling)
        {
            //IsDrilling = true;
            Drill(DrillDirection.Down);
        }
        if (touchingDirections.IsGrounded && touchingDirections.IsAtWall && moveInput.x != 0 && !IsDrilling)
        {
            //IsDrilling = true;
            if (touchingDirections.IsAtWallLeft)
            else
            {
                Drill(DrillDirection.Left);
                if (maxFallSpeedCurrent > rb.velocity.y)
                {
                    maxFallSpeedCurrent = rb.velocity.y;
                }
            }
            else if (touchingDirections.IsAtWallRight)
            if (touchingDirections.IsGrounded && moveInput.y < 0 && !IsDrilling)
            {
                Drill(DrillDirection.Right);
                //IsDrilling = true;
                Drill(DrillDirection.Down);
            }
            if (touchingDirections.IsGrounded && moveInput.x != 0 && !IsDrilling)
            {
                if (touchingDirections.IsAtWallLeft && moveInput.x < 0)
                {
                    Drill(DrillDirection.Left);
                }
                else if (touchingDirections.IsAtWallRight && moveInput.x > 0)
                {
                    Drill(DrillDirection.Right);
                }
            }
        }
        if (IsDrilling)
        {
            rb.velocity = Vector2.zero;
            if (timeSinceDrill > drillingTime)
            {
                IsDrilling = false;
@@ -191,22 +195,19 @@
    public void OnMove(InputAction.CallbackContext context)
    {
        if (CanMove)
        {
            moveInput = context.ReadValue<Vector2>();
        moveInput = context.ReadValue<Vector2>();
            IsMoving = moveInput.x != 0;
        IsMoving = moveInput.x != 0;
            IsFlying = (moveInput.y != 0);
        IsFlying = (moveInput.y != 0);
            SetFacingDirection(moveInput);
        }
        else
        SetFacingDirection(moveInput);
        if (IsDrilling)
        {
            IsMoving = false;
            IsFlying = false;
            moveInput = Vector2.zero;
            //moveInput = Vector2.zero;
        }
    }
@@ -214,13 +215,19 @@
    {
        IsDrilling = true;
        ContactPoint2D[] contactPoints = new ContactPoint2D[1];
        Debug.Log("drillDirection: " + drillDirection.ToString());
        //rb.GetContacts(contactPoints);
        if (drillDirection == DrillDirection.Down)
        switch (drillDirection)
        {
            touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
        } else if (drillDirection == DrillDirection.Left || drillDirection == DrillDirection.Right)
        {
            touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
            case DrillDirection.Left:
                touchingDirections.wallHitsLeft[0].collider.GetContacts(contactPoints);
                break;
            case DrillDirection.Right:
                touchingDirections.wallHitsRight[0].collider.GetContacts(contactPoints);
                break;
            case DrillDirection.Down:
                touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
                break;
        }
        CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
    }