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 |  110 ++++++++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 97 insertions(+), 13 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index 081b55e..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;
 
@@ -25,12 +26,13 @@
     TouchingDirections touchingDirections;
 
     // Time it takes to drill
-    public float drillingTime = 1f;
+    [SerializeField]
+    private float drillingTime = 1f;
     private float timeSinceDrill = 0f;
     private bool drillToPosition;
     private Vector3 drillTilePosition;
     private Vector3 drillOriginalPosition;
-    
+
     [SerializeField]
     private bool _isMoving;
     public bool IsMoving
@@ -55,15 +57,63 @@
             animator_rotor.SetBool(AnimationStrings.Player.isFlying, value);
         }
     }
-    [SerializeField]
-    private bool _isDrilling;
     public bool IsDrilling
     {
-        get { return _isDrilling; }
+        get { return IsDrillingDown || IsDrillingLeftRight; }
         set
         {
-            _isDrilling = value;
-            //animator.SetBool(AnimationStrings.Player.isDrilling, value);
+            if (value)
+            {
+                Debug.Assert(false, "Can't set IsDrilling this way, use IsDrillingLeftRight or IsDrillingDown!");
+            }
+            if (IsDrillingDown)
+            {
+                IsDrillingDown = false;
+            }
+            if (IsDrillingLeftRight)
+            {
+                IsDrillingLeftRight = false;
+            }
+        }
+    }
+    [SerializeField]
+    private bool _isDrillingLeftRight;
+    public bool IsDrillingLeftRight
+    {
+        get { return _isDrillingLeftRight; }
+        set
+        {
+            _isDrillingLeftRight = value;
+            animator.SetBool(AnimationStrings.Player.isDrillingLeftRight, value);
+            animator_rotor.SetBool(AnimationStrings.Player.isFlying, false);
+            if (value)
+            {
+                animator.speed = 1 / drillingTime;
+            }
+            else
+            {
+                animator.speed = 1f;
+            }
+        }
+    }
+    [SerializeField]
+    private bool _isDrillingDown;
+    public bool IsDrillingDown
+    {
+        get { return _isDrillingDown; }
+        set
+        {
+            _isDrillingDown = value;
+            animator.SetBool(AnimationStrings.Player.isDrillingDown, value);
+            animator_rotor.SetBool(AnimationStrings.Player.isFlying, false);
+            if (value)
+            {
+                animator.speed = 1 / drillingTime;
+            }
+            else
+            {
+                animator.speed = 1f;
+            }
         }
     }
 
@@ -93,11 +143,13 @@
     private void OnEnable()
     {
         CharacterEvents.characterDrillingToPosition += (DrillingToPosition);
+        //CharacterEvents.characterDrillingToPositionAbort += (DrillingToPositionAbort);
     }
 
     private void OnDisable()
     {
         CharacterEvents.characterDrillingToPosition -= (DrillingToPosition);
+        //CharacterEvents.characterDrillingToPositionAbort -= (DrillingToPositionAbort);
     }
 
     private void Awake()
@@ -221,12 +273,16 @@
 
         IsFlying = (moveInput.y != 0);
 
-        SetFacingDirection(moveInput);
+
         if (IsDrilling)
         {
             IsMoving = false;
             IsFlying = false;
             //moveInput = Vector2.zero;
+        } 
+        else
+        {
+            SetFacingDirection(moveInput);
         }
     }
 
@@ -237,26 +293,43 @@
         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:
                 touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
                 break;
+            default:
+                Debug.Assert(false, "Add DrillDirection here!");
+                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;
-            IsDrilling = true;
-            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;
@@ -265,6 +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()
     //{

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