From 60aa8e85d058fccb1fa5e3952975d03d99778c6a Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 27 Dec 2023 03:44:34 +0000
Subject: [PATCH] Added ironOre + dropable + pickup creation

---
 Assets/Scripts/PlayerController.cs |   44 +++++++++++++++++++++++++++++---------------
 1 files changed, 29 insertions(+), 15 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index 953e277..4d7ab47 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/Assets/Scripts/PlayerController.cs
@@ -25,6 +25,7 @@
     TouchingDirections touchingDirections;
 
     // Time it takes to drill
+    [SerializeField]
     private float drillingTime = 1f;
     private float timeSinceDrill = 0f;
     private bool drillToPosition;
@@ -141,11 +142,13 @@
     private void OnEnable()
     {
         CharacterEvents.characterDrillingToPosition += (DrillingToPosition);
+        //CharacterEvents.characterDrillingToPositionAbort += (DrillingToPositionAbort);
     }
 
     private void OnDisable()
     {
         CharacterEvents.characterDrillingToPosition -= (DrillingToPosition);
+        //CharacterEvents.characterDrillingToPositionAbort -= (DrillingToPositionAbort);
     }
 
     private void Awake()
@@ -300,26 +303,26 @@
         //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 +331,17 @@
         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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