miepzerino
2023-12-22 6f2125d2cd1607b8fb70db652607adc84fd9346c
Assets/Scripts/PlayerController.cs
@@ -1,7 +1,12 @@
using Assets.Scripts.Enums;
using Assets.Scripts.Helpers;
using System;
using System.Collections;
using System.ComponentModel.Design;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Tilemaps;
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour
@@ -12,12 +17,18 @@
    private float maxFallSpeedCurrent = 0f;
    Vector2 moveInput;
    Rigidbody2D rb;
    [NonSerialized]
    public Rigidbody2D rb;
    Animator animator;
    Animator animator_rotor;
    public GameObject rotorGO;
    TouchingDirections touchingDirections;
    Damageable health;
    [NonSerialized]
    public Damageable health;
    // Time it takes to drill
    public float drillingTime = 1f;
    private float timeSinceDrill = 0f;
    [SerializeField]
    private bool _isMoving;
@@ -41,6 +52,17 @@
            _isFlying = value;
            animator.SetBool(AnimationStrings.Player.isFlying, value);
            animator_rotor.SetBool(AnimationStrings.Player.isFlying, value);
        }
    }
    [SerializeField]
    private bool _isDrilling;
    public bool IsDrilling
    {
        get { return _isDrilling; }
        set
        {
            _isDrilling = value;
            //animator.SetBool(AnimationStrings.Player.isDrilling, value);
        }
    }
@@ -76,6 +98,17 @@
        animator_rotor = rotorGO.GetComponent<Animator>();
        touchingDirections = GetComponent<TouchingDirections>();
        health = GetComponent<Damageable>();
        if (SaveSystem.isGameLoaded)
        {
            GameObject uiManager = GameObject.Find("GameManager");
            uiManager.GetComponent<GameManager>().GameLoaded();
            SaveData save = SaveSystem.LoadPlayer();
            health.MaxHealth = save.maxHealth;
            health.Health = save.health;
            transform.position = VectorHelper.ConvertToVector3(save.position);
            rb.velocity = VectorHelper.ConvertToVector2(save.velocity);
            SaveSystem.isGameLoaded = false;
        }
    }
    private void FixedUpdate()
@@ -125,6 +158,35 @@
                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)
            {
                Drill(DrillDirection.Left);
            }
            else if (touchingDirections.IsAtWallRight)
            {
                Drill(DrillDirection.Right);
            }
        }
        if (IsDrilling)
        {
            if (timeSinceDrill > drillingTime)
            {
                IsDrilling = false;
                timeSinceDrill = 0;
            }
            else
            {
                timeSinceDrill += Time.deltaTime;
            }
        }
    }
    public void OnMove(InputAction.CallbackContext context)
@@ -138,6 +200,7 @@
            IsFlying = (moveInput.y != 0);
            SetFacingDirection(moveInput);
        }
        else
        {
@@ -147,6 +210,28 @@
        }
    }
    private void Drill(DrillDirection drillDirection)
    {
        IsDrilling = true;
        ContactPoint2D[] contactPoints = new ContactPoint2D[1];
        //rb.GetContacts(contactPoints);
        if (drillDirection == DrillDirection.Down)
        {
            touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
        } else if (drillDirection == DrillDirection.Left || drillDirection == DrillDirection.Right)
        {
            touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
        }
        CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
    }
    //private void DrillLeftOrRight()
    //{
    //    ContactPoint2D[] contactPoints = new ContactPoint2D[1];
    //    touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
    //    CharacterEvents.characterDrillLeftOrRight.Invoke(contactPoints[0]);
    //}
    private void SetFacingDirection(Vector2 moveInput)
    {
        if (moveInput.x > 0 && !IsFacingRight)