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