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()
     {

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