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 |   32 ++++++++++++++++++++++++++++++++
 1 files changed, 32 insertions(+), 0 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 0347568..d4b9e44 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -5,6 +5,7 @@
 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.SceneManagement;
+using UnityEngine.Tilemaps;
 
 public class GameManager : SettingsManager
 {
@@ -12,6 +13,7 @@
     public GameObject healthTextPrefab;
     public Canvas playerUI;
     public Canvas pauseMenuUI;
+    public Tilemap tilemap;
 
     private void Awake()
     {
@@ -23,6 +25,7 @@
         // add listen events
         CharacterEvents.characterDamaged += (CharacterTookDamange);
         CharacterEvents.characterHealed += (CharacterHealed);
+        CharacterEvents.characterDrill += (CharacterDrill);
 
     }
 
@@ -31,6 +34,7 @@
         // remove listen events
         CharacterEvents.characterDamaged -= (CharacterTookDamange);
         CharacterEvents.characterHealed -= (CharacterHealed);
+        CharacterEvents.characterDrill -= (CharacterDrill);
     }
 
     public void CharacterTookDamange(GameObject character, int damageReceived)
@@ -53,6 +57,34 @@
         tmpText.text = healthRestored.ToString();
 
     }
+    public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection)
+    {
+        GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>();
+        Vector3Int cellCoord = grid.WorldToCell(contact.point);
+        switch (drillDirection)
+        {
+            case DrillDirection.Left:
+                cellCoord.x = cellCoord.x - 1;
+                break;
+            case DrillDirection.Right:
+                cellCoord.x = cellCoord.x + 1;
+                break;
+            case DrillDirection.Down:
+                cellCoord.y = cellCoord.y - 1;
+                break;
+        }
+
+        //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()
     {
         pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");

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