From 74dd3727f62603f64958790f9e588d47c8f000ff Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sat, 23 Dec 2023 03:14:14 +0000 Subject: [PATCH] Added player movement while drilling --- Assets/Scripts/Managers/GameManager.cs | 17 ++++++++++++++--- 1 files changed, 14 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index c7925d3..d4b9e44 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -59,8 +59,9 @@ } public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection) { - Vector3Int cellCoord = tilemap.transform.GetComponentInParent<GridLayout>().WorldToCell(contact.point); - switch(drillDirection) + GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>(); + Vector3Int cellCoord = grid.WorldToCell(contact.point); + switch (drillDirection) { case DrillDirection.Left: cellCoord.x = cellCoord.x - 1; @@ -72,7 +73,17 @@ cellCoord.y = cellCoord.y - 1; break; } - tilemap.SetTile(cellCoord, null); + + //Debug.Log("cellCoord: " + grid.CellToWorld(cellCoord)); + //Debug.Log(tilemap.HasTile(cellCoord)); + if (tilemap.HasTile(cellCoord)) + { + tilemap.SetTile(cellCoord, null); + Vector3 moveToPosition = grid.CellToWorld(cellCoord); + moveToPosition.x += 0.5f; + moveToPosition.y += 0.5f; + CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition); + } } public void GameLoaded() { -- Gitblit v1.9.3