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/PlayerController.cs | 43 ++++++++++++++++++++++++++++--------------- 1 files changed, 28 insertions(+), 15 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 953e277..dd88855 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -141,11 +141,13 @@ private void OnEnable() { CharacterEvents.characterDrillingToPosition += (DrillingToPosition); + //CharacterEvents.characterDrillingToPositionAbort += (DrillingToPositionAbort); } private void OnDisable() { CharacterEvents.characterDrillingToPosition -= (DrillingToPosition); + //CharacterEvents.characterDrillingToPositionAbort -= (DrillingToPositionAbort); } private void Awake() @@ -300,26 +302,26 @@ //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name); if (contactPoints[0].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); } } - 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 +330,17 @@ 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