From 318d2ec9f6a64d45ef44ae5dcfa6de04d2e710fe Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 27 Dec 2023 20:21:18 +0000
Subject: [PATCH] Fix stop rotate while drilling

---
 Assets/Scripts/PlayerController.cs |   14 +++++++++++---
 1 files changed, 11 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index dd88855..d31b599 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/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;
@@ -271,12 +273,16 @@
 
         IsFlying = (moveInput.y != 0);
 
-        SetFacingDirection(moveInput);
+
         if (IsDrilling)
         {
             IsMoving = false;
             IsFlying = false;
             //moveInput = Vector2.zero;
+        } 
+        else
+        {
+            SetFacingDirection(moveInput);
         }
     }
 
@@ -287,9 +293,11 @@
         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:
@@ -300,9 +308,9 @@
                 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);
         }
     }
 

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