From 620932056c4501706e7afdf93b0185a9ea70e4a0 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 23 Dec 2023 01:59:24 +0000
Subject: [PATCH] Fixed drilling, touchingdirections and ruleTile tiles

---
 Assets/Scripts/PlayerController.cs |  183 ++++++++++++++++++++++++++++++++++-----------
 1 files changed, 137 insertions(+), 46 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index 7d13b2e..ed9f0d7 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/Assets/Scripts/PlayerController.cs
@@ -1,7 +1,12 @@
+using Assets.Scripts.Enums;
+using Assets.Scripts.Helpers;
 using System;
+using System.Collections;
 using System.ComponentModel.Design;
+using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.InputSystem;
+using UnityEngine.Tilemaps;
 
 [RequireComponent(typeof(Rigidbody2D))]
 public class PlayerController : MonoBehaviour
@@ -12,12 +17,18 @@
     private float maxFallSpeedCurrent = 0f;
     Vector2 moveInput;
 
-    Rigidbody2D rb;
+    [NonSerialized]
+    public Rigidbody2D rb;
     Animator animator;
     Animator animator_rotor;
     public GameObject rotorGO;
     TouchingDirections touchingDirections;
-    Damageable health;
+    [NonSerialized]
+    public Damageable health;
+
+    // Time it takes to drill
+    public float drillingTime = 1f;
+    private float timeSinceDrill = 0f;
 
     [SerializeField]
     private bool _isMoving;
@@ -43,6 +54,17 @@
             animator_rotor.SetBool(AnimationStrings.Player.isFlying, value);
         }
     }
+    [SerializeField]
+    private bool _isDrilling;
+    public bool IsDrilling
+    {
+        get { return _isDrilling; }
+        set
+        {
+            _isDrilling = value;
+            //animator.SetBool(AnimationStrings.Player.isDrilling, value);
+        }
+    }
 
     private bool _isFacingRight = true;
 
@@ -63,8 +85,7 @@
     {
         get
         {
-            Debug.Log("gameIsPaused: " + PauseMenu.GameIsPaused);
-            return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused;
+            return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused && !IsDrilling;
         }
     }
 
@@ -77,77 +98,147 @@
         animator_rotor = rotorGO.GetComponent<Animator>();
         touchingDirections = GetComponent<TouchingDirections>();
         health = GetComponent<Damageable>();
+        if (SaveSystem.isGameLoaded)
+        {
+            GameObject uiManager = GameObject.Find("GameManager");
+            uiManager.GetComponent<GameManager>().GameLoaded();
+            SaveData save = SaveSystem.LoadPlayer();
+            health.MaxHealth = save.maxHealth;
+            health.Health = save.health;
+            transform.position = VectorHelper.ConvertToVector3(save.position);
+            rb.velocity = VectorHelper.ConvertToVector2(save.velocity);
+            SaveSystem.isGameLoaded = false;
+        }
     }
 
     private void FixedUpdate()
     {
-        if (moveInput.y == 0)
+        if (CanMove)
         {
-            if (rb.velocity.y <= maxFallSpeed)
+            if (moveInput.y == 0)
             {
-                // max fall speed, dont accelerate more
-                rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
+                if (rb.velocity.y <= maxFallSpeed)
+                {
+                    // max fall speed, dont accelerate more
+                    rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
+                }
+                else
+                {
+                    // normal fall
+                    rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
+                }
             }
             else
             {
-                // normal fall
-                rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
+                if (rb.velocity.y < 0 && moveInput.y > 0)
+                {
+                    // falling but moving upwards
+                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
+                }
+                else
+                {
+                    // moving upwards no falling
+                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
+                }
             }
-        }
-        else
-        {
-            if (rb.velocity.y < 0 && moveInput.y > 0)
+            if (touchingDirections.IsGrounded)
             {
-                // falling but moving upwards
-                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
+                if (maxFallSpeedCurrent < maxFallSpeedDamge)
+                {
+                    TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
+                    maxFallSpeedCurrent = 0;
+                }
             }
-            else
-            {
-                // moving upwards no falling
-                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
-            }
-        }
-        if (touchingDirections.IsGrounded)
-        {
-            if (maxFallSpeedCurrent < maxFallSpeedDamge)
-            {
-                TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
-                maxFallSpeedCurrent = 0;
-            }
-        }
-        else if (IsFlying)
-        {
-            maxFallSpeedCurrent = rb.velocity.y;
-        }
-        else
-        {
-            if (maxFallSpeedCurrent > rb.velocity.y)
+            else if (IsFlying)
             {
                 maxFallSpeedCurrent = rb.velocity.y;
+            }
+            else
+            {
+                if (maxFallSpeedCurrent > rb.velocity.y)
+                {
+                    maxFallSpeedCurrent = rb.velocity.y;
+                }
+            }
+            if (touchingDirections.IsGrounded && moveInput.y < 0 && !IsDrilling)
+            {
+                //IsDrilling = true;
+                Drill(DrillDirection.Down);
+            }
+
+            if (touchingDirections.IsGrounded && moveInput.x != 0 && !IsDrilling)
+            {
+                if (touchingDirections.IsAtWallLeft && moveInput.x < 0)
+                {
+                    Drill(DrillDirection.Left);
+                }
+                else if (touchingDirections.IsAtWallRight && moveInput.x > 0)
+                {
+                    Drill(DrillDirection.Right);
+                }
+            }
+        }
+        if (IsDrilling)
+        {
+            rb.velocity = Vector2.zero;
+            if (timeSinceDrill > drillingTime)
+            {
+                IsDrilling = false;
+                timeSinceDrill = 0;
+            }
+            else
+            {
+                timeSinceDrill += Time.deltaTime;
             }
         }
     }
 
     public void OnMove(InputAction.CallbackContext context)
     {
-        if (CanMove)
-        {
-            moveInput = context.ReadValue<Vector2>();
+        moveInput = context.ReadValue<Vector2>();
 
-            IsMoving = moveInput.x != 0;
+        IsMoving = moveInput.x != 0;
 
-            IsFlying = (moveInput.y != 0);
+        IsFlying = (moveInput.y != 0);
 
-            SetFacingDirection(moveInput);
-        }
-        else
+        SetFacingDirection(moveInput);
+        if (IsDrilling)
         {
             IsMoving = false;
             IsFlying = false;
-            moveInput = Vector2.zero;
+            //moveInput = Vector2.zero;
+
         }
     }
 
+    private void Drill(DrillDirection drillDirection)
+    {
+        IsDrilling = true;
+        ContactPoint2D[] contactPoints = new ContactPoint2D[1];
+        Debug.Log("drillDirection: " + drillDirection.ToString());
+        //rb.GetContacts(contactPoints);
+        switch (drillDirection)
+        {
+            case DrillDirection.Left:
+                touchingDirections.wallHitsLeft[0].collider.GetContacts(contactPoints);
+                break;
+            case DrillDirection.Right:
+                touchingDirections.wallHitsRight[0].collider.GetContacts(contactPoints);
+                break;
+            case DrillDirection.Down:
+                touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
+                break;
+        }
+        CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
+    }
+
+    //private void DrillLeftOrRight()
+    //{
+    //    ContactPoint2D[] contactPoints = new ContactPoint2D[1];
+    //    touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
+    //    CharacterEvents.characterDrillLeftOrRight.Invoke(contactPoints[0]);
+    //}
+
     private void SetFacingDirection(Vector2 moveInput)
     {
         if (moveInput.x > 0 && !IsFacingRight)

--
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