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 |   77 +++++++++++++++++++++++++++++++++++++-
 1 files changed, 75 insertions(+), 2 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index dc4a8ac..1ab8309 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/Assets/Scripts/PlayerController.cs
@@ -1,8 +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
@@ -13,12 +17,18 @@
     private float maxFallSpeedCurrent = 0f;
     Vector2 moveInput;
 
+    [NonSerialized]
     public Rigidbody2D rb;
     Animator animator;
     Animator animator_rotor;
     public GameObject rotorGO;
     TouchingDirections touchingDirections;
+    [NonSerialized]
     public Damageable health;
+
+    // Time it takes to drill
+    public float drillingTime = 1f;
+    private float timeSinceDrill = 0f;
 
     [SerializeField]
     private bool _isMoving;
@@ -42,6 +52,17 @@
             _isFlying = value;
             animator.SetBool(AnimationStrings.Player.isFlying, value);
             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);
         }
     }
 
@@ -79,8 +100,8 @@
         health = GetComponent<Damageable>();
         if (SaveSystem.isGameLoaded)
         {
-            GameObject uiManager = GameObject.Find("UIManager");
-            uiManager.GetComponent<UIManager>().GameLoaded();
+            GameObject uiManager = GameObject.Find("GameManager");
+            uiManager.GetComponent<GameManager>().GameLoaded();
             SaveData save = SaveSystem.LoadPlayer();
             health.MaxHealth = save.maxHealth;
             health.Health = save.health;
@@ -137,6 +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)
@@ -150,6 +200,7 @@
             IsFlying = (moveInput.y != 0);
 
             SetFacingDirection(moveInput);
+
         }
         else
         {
@@ -159,6 +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)

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