From 3d9870b82513c2aeb474e2f131a61708d9046247 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Mon, 25 Dec 2023 23:19:58 +0000
Subject: [PATCH] Added drillable prefab to tilemap

---
 Assets/Scripts/Managers/GameManager.cs |   19 +++++++++++++------
 1 files changed, 13 insertions(+), 6 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 13f8eb3..61f90f9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -129,12 +129,19 @@
         //Debug.Log(tilemap.HasTile(cellCoord));
         if (tilemap.HasTile(cellCoord))
         {
-            tilemap.SetTile(cellCoord, null);
-            destroyedTiles.Add(cellCoord);
-            Vector3 moveToPosition = grid.CellToWorld(cellCoord);
-            moveToPosition.x += 0.5f;
-            moveToPosition.y += 0.5f;
-            CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition);
+            if (tilemap.GetInstantiatedObject(cellCoord)?.GetComponent<Drillable>()?.isDrillable ?? false)
+            {
+                tilemap.SetTile(cellCoord, null);
+                destroyedTiles.Add(cellCoord);
+                Vector3 moveToPosition = grid.CellToWorld(cellCoord);
+                moveToPosition.x += 0.5f;
+                moveToPosition.y += 0.5f;
+                CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition, drillDirection);
+            } 
+            else
+            {
+                //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition);
+            }
         }
     }
     #endregion

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