From b7518b77da6511a396501b51b5046ed86ce8d98b Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Fri, 28 Mar 2025 21:08:03 +0000
Subject: [PATCH] #22 Reworked background dynamic generation

---
 Assets/Scripts/PlayerController.cs |   26 +++++++++++++++++++++++---
 1 files changed, 23 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index dd88855..4447e1b 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/Assets/Scripts/PlayerController.cs
@@ -1,6 +1,7 @@
 using Assets.Scripts.Enums;
 using Assets.Scripts.Helpers;
 using System;
+using System.Linq;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
@@ -25,6 +26,7 @@
     TouchingDirections touchingDirections;
 
     // Time it takes to drill
+    [SerializeField]
     private float drillingTime = 1f;
     private float timeSinceDrill = 0f;
     private bool drillToPosition;
@@ -152,6 +154,10 @@
 
     private void Awake()
     {
+        if(Debug.isDebugBuild)
+        {
+            moveSpeed = 25f;
+        }
         rb = GetComponent<Rigidbody2D>();
         animator = GetComponent<Animator>();
         animator_rotor = rotorGO.GetComponent<Animator>();
@@ -265,18 +271,26 @@
 
     public void OnMove(InputAction.CallbackContext context)
     {
+        if (!health.IsAlive)
+        {
+            return;
+        }
         moveInput = context.ReadValue<Vector2>();
 
         IsMoving = moveInput.x != 0;
 
         IsFlying = (moveInput.y != 0);
 
-        SetFacingDirection(moveInput);
+
         if (IsDrilling)
         {
             IsMoving = false;
             IsFlying = false;
             //moveInput = Vector2.zero;
+        } 
+        else
+        {
+            SetFacingDirection(moveInput);
         }
     }
 
@@ -287,9 +301,11 @@
         switch (drillDirection)
         {
             case DrillDirection.Left:
+                SetFacingDirection(Vector2.left);
                 touchingDirections.wallHitsLeft[0].collider.GetContacts(contactPoints);
                 break;
             case DrillDirection.Right:
+                SetFacingDirection(Vector2.right);
                 touchingDirections.wallHitsRight[0].collider.GetContacts(contactPoints);
                 break;
             case DrillDirection.Down:
@@ -300,9 +316,9 @@
                 break;
         }
         //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name);
-        if (contactPoints[0].otherRigidbody?.name == "Tilemap")
+        if (contactPoints.Any(x => x.otherRigidbody?.name == "Tilemap"))
         {
-            CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
+            CharacterEvents.characterDrill.Invoke(contactPoints.Single(x => x.otherRigidbody?.name == "Tilemap"), drillDirection);
         }
     }
 
@@ -364,6 +380,10 @@
     public void TakeDamage(int damage)
     {
         health.Hit(damage);
+        if (!health.IsAlive)
+        {
+            rb.velocity = Vector3.zero;
+        }
     }
 
     public void TakeFallDamage(int fallDamage)

--
Gitblit v1.9.3