| | |
| | | using Assets.Scripts.Enums; |
| | | using Assets.Scripts.Helpers; |
| | | using System; |
| | | using System.Linq; |
| | | using UnityEngine; |
| | | using UnityEngine.InputSystem; |
| | | |
| | |
| | | |
| | | public void OnMove(InputAction.CallbackContext context) |
| | | { |
| | | if (!health.IsAlive) |
| | | { |
| | | return; |
| | | } |
| | | moveInput = context.ReadValue<Vector2>(); |
| | | |
| | | IsMoving = moveInput.x != 0; |
| | | |
| | | IsFlying = (moveInput.y != 0); |
| | | |
| | | SetFacingDirection(moveInput); |
| | | |
| | | if (IsDrilling) |
| | | { |
| | | IsMoving = false; |
| | | IsFlying = false; |
| | | //moveInput = Vector2.zero; |
| | | } |
| | | else |
| | | { |
| | | SetFacingDirection(moveInput); |
| | | } |
| | | } |
| | | |
| | |
| | | switch (drillDirection) |
| | | { |
| | | case DrillDirection.Left: |
| | | SetFacingDirection(Vector2.left); |
| | | touchingDirections.wallHitsLeft[0].collider.GetContacts(contactPoints); |
| | | break; |
| | | case DrillDirection.Right: |
| | | SetFacingDirection(Vector2.right); |
| | | touchingDirections.wallHitsRight[0].collider.GetContacts(contactPoints); |
| | | break; |
| | | case DrillDirection.Down: |
| | |
| | | break; |
| | | } |
| | | //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name); |
| | | if (contactPoints[0].otherRigidbody?.name == "Tilemap") |
| | | if (contactPoints.Any(x => x.otherRigidbody?.name == "Tilemap")) |
| | | { |
| | | CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection); |
| | | CharacterEvents.characterDrill.Invoke(contactPoints.Single(x => x.otherRigidbody?.name == "Tilemap"), drillDirection); |
| | | } |
| | | } |
| | | |
| | |
| | | public void TakeDamage(int damage) |
| | | { |
| | | health.Hit(damage); |
| | | if (!health.IsAlive) |
| | | { |
| | | rb.velocity = Vector3.zero; |
| | | } |
| | | } |
| | | |
| | | public void TakeFallDamage(int fallDamage) |