From a34c1ebe91bdf70510fac0b388b00b3c05a82c55 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 13:15:24 +0000
Subject: [PATCH] #43 fixed drilling down

---
 Assets/Scripts/Managers/GameManager.cs   |    5 ++++-
 Assets/Prefabs/Managers/UIManager.prefab |   55 ++++++++++++++++++++++++++++++++++++++++++++++++++++++-
 2 files changed, 58 insertions(+), 2 deletions(-)

diff --git a/Assets/Prefabs/Managers/UIManager.prefab b/Assets/Prefabs/Managers/UIManager.prefab
index 3570db8..d29861f 100644
--- a/Assets/Prefabs/Managers/UIManager.prefab
+++ b/Assets/Prefabs/Managers/UIManager.prefab
@@ -11,6 +11,7 @@
   - component: {fileID: 5654596948088327753}
   - component: {fileID: 6908574976455911116}
   - component: {fileID: 7748736149887392517}
+  - component: {fileID: 851313892602111808}
   m_Layer: 0
   m_Name: UIManager
   m_TagString: Untagged
@@ -47,7 +48,15 @@
   m_EditorClassIdentifier: 
   damageTextPrefab: {fileID: 456827189715955869, guid: b6ae8a941b9f93f42abd250de6a4b704, type: 3}
   healthTextPrefab: {fileID: 456827189715955869, guid: 1cb257a41c53bf145bfcaee965c39223, type: 3}
-  gameCanvas: {fileID: 6956060548377872773, guid: d9ffc2e6d6cadbc489476c2a5e2450dd, type: 3}
+  lootTextPrefab: {fileID: 456827189715955869, guid: 9014e3792e948bf4e81fdfdc7f38c5d9, type: 3}
+  playerUI: {fileID: 0}
+  pauseMenuUI: {fileID: 0}
+  worldSpaceUI: {fileID: 0}
+  levelChanger: {fileID: 0}
+  tilemap: {fileID: 0}
+  pickups: {fileID: 0}
+  fogTilemap: {fileID: 0}
+  fogOfWar: {fileID: 851313892602111808}
 --- !u!114 &7748736149887392517
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -141,8 +150,52 @@
         m_CallState: 2
     m_ActionId: 646986b3-5de0-4aa2-ac34-b9d8ddc48d6c
     m_ActionName: UI/Escape[/Keyboard/escape]
+  - m_PersistentCalls:
+      m_Calls:
+      - m_Target: {fileID: 0}
+        m_TargetAssemblyTypeName: InventoryDisplay, Assembly-CSharp
+        m_MethodName: OnInventoryButtonPressed
+        m_Mode: 0
+        m_Arguments:
+          m_ObjectArgument: {fileID: 0}
+          m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
+          m_IntArgument: 0
+          m_FloatArgument: 0
+          m_StringArgument: 
+          m_BoolArgument: 0
+        m_CallState: 2
+    m_ActionId: b425611e-206f-4a50-938e-ad263b5330a1
+    m_ActionName: UI/Inventory[/Keyboard/b,/Keyboard/i]
   m_NeverAutoSwitchControlSchemes: 0
   m_DefaultControlScheme: 
   m_DefaultActionMap: UI
   m_SplitScreenIndex: -1
   m_Camera: {fileID: 0}
+--- !u!114 &851313892602111808
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 8598998496262044661}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: e98672417f6c56e4d8020c2453ced645, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  fogTilemap: {fileID: 0}
+  fogTile: {fileID: 11400000, guid: 54e9042346ddcc347aa31573844df14b, type: 2}
+  player: {fileID: 0}
+  viewRadius: 5
+  mainCamera: {fileID: 0}
+  fogLevels:
+  - tile: {fileID: 11400000, guid: ee11684c9f570a741917f425e4ff9bf1, type: 2}
+    opacity: 20
+  - tile: {fileID: 11400000, guid: cfdca8d69259ece46ac1c967fcfcc447, type: 2}
+    opacity: 40
+  - tile: {fileID: 11400000, guid: e70bfd59f79cdce449d7a6a67b4a1722, type: 2}
+    opacity: 60
+  - tile: {fileID: 11400000, guid: 546f1dbae64d6ce49b8474fc131c86b9, type: 2}
+    opacity: 80
+  - tile: {fileID: 11400000, guid: 54e9042346ddcc347aa31573844df14b, type: 2}
+    opacity: 100
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 524a68a..9f4d5ed 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -144,7 +144,10 @@
                 cellCoord.x = cellCoord.x + 1;
                 break;
             case DrillDirection.Down:
-                cellCoord.y = cellCoord.y - 1;
+                // Use player's center position for downward drilling
+                Vector3 playerCenter = contact.rigidbody.transform.position;
+                cellCoord = grid.WorldToCell(playerCenter);
+                cellCoord.y = grid.WorldToCell(contact.point).y - 1; // Keep the vertical position from contact point
                 break;
         }
 

--
Gitblit v1.9.3