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 | 57 +++++++++++++++++++++++++++++++++++++++------------------ 1 files changed, 39 insertions(+), 18 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 953e277..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; @@ -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() @@ -269,12 +273,16 @@ IsFlying = (moveInput.y != 0); - SetFacingDirection(moveInput); + if (IsDrilling) { IsMoving = false; IsFlying = false; //moveInput = Vector2.zero; + } + else + { + SetFacingDirection(moveInput); } } @@ -285,9 +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: @@ -298,28 +308,28 @@ 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 +338,17 @@ 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() //{ -- Gitblit v1.9.3