From 6f2125d2cd1607b8fb70db652607adc84fd9346c Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Fri, 22 Dec 2023 19:40:59 +0000
Subject: [PATCH] Added drilling function to player
---
Assets/Scripts/PlayerController.cs | 98 +++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 94 insertions(+), 4 deletions(-)
diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index f918a23..1ab8309 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;
@@ -63,7 +85,7 @@
{
get
{
- return animator.GetBool(AnimationStrings.canMove);
+ return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused;
}
}
@@ -76,6 +98,17 @@
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()
@@ -125,6 +158,35 @@
maxFallSpeedCurrent = rb.velocity.y;
}
}
+ if (touchingDirections.IsGrounded && moveInput.y < 0 && !IsDrilling)
+ {
+ //IsDrilling = true;
+ Drill(DrillDirection.Down);
+ }
+ if (touchingDirections.IsGrounded && touchingDirections.IsAtWall && moveInput.x != 0 && !IsDrilling)
+ {
+ //IsDrilling = true;
+ if (touchingDirections.IsAtWallLeft)
+ {
+ Drill(DrillDirection.Left);
+ }
+ else if (touchingDirections.IsAtWallRight)
+ {
+ Drill(DrillDirection.Right);
+ }
+ }
+ if (IsDrilling)
+ {
+ if (timeSinceDrill > drillingTime)
+ {
+ IsDrilling = false;
+ timeSinceDrill = 0;
+ }
+ else
+ {
+ timeSinceDrill += Time.deltaTime;
+ }
+ }
}
public void OnMove(InputAction.CallbackContext context)
@@ -138,6 +200,7 @@
IsFlying = (moveInput.y != 0);
SetFacingDirection(moveInput);
+
}
else
{
@@ -147,6 +210,28 @@
}
}
+ private void Drill(DrillDirection drillDirection)
+ {
+ IsDrilling = true;
+ ContactPoint2D[] contactPoints = new ContactPoint2D[1];
+ //rb.GetContacts(contactPoints);
+ if (drillDirection == DrillDirection.Down)
+ {
+ touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
+ } else if (drillDirection == DrillDirection.Left || drillDirection == DrillDirection.Right)
+ {
+ touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
+ }
+ 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)
@@ -159,9 +244,14 @@
}
}
+ public void TakeDamage(int damage)
+ {
+ health.Hit(damage);
+ }
+
public void TakeFallDamage(int fallDamage)
{
- health.Hit(fallDamage);
+ TakeDamage(fallDamage);
}
//public void OnRun(InputAction.CallbackContext context)
--
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