some issues with breakable walls
This commit is contained in:
@@ -149,7 +149,7 @@ BoxCollider2D:
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@@ -549,51 +548,6 @@ Animator:
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--- !u!1 &4504781120003423342
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GameObject:
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@@ -458,8 +458,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -2953,13 +2952,13 @@ Transform:
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m_LocalPosition: {x: 3.4081335, y: 2.7943485, z: 0}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -0.6598201, y: 3.9637434, z: 0.08077757}
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--- !u!1001 &489846349
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PrefabInstance:
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@@ -3119,7 +3118,7 @@ Transform:
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--- !u!50 &510997472
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Rigidbody2D:
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@@ -3234,13 +3233,13 @@ Transform:
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--- !u!114 &519420033
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MonoBehaviour:
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@@ -4120,6 +4119,41 @@ Transform:
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serializedVersion: 6
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m_Component:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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GameObject:
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--- !u!4 &1261849835 stripped
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Transform:
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--- !u!1 &1314998800
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GameObject:
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@@ -5715,13 +5750,13 @@ Transform:
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--- !u!4 &2001338310 stripped
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Transform:
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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@@ -28,7 +28,7 @@ public abstract class Character : MonoBehaviour
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protected bool isAllowVertical = true;
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protected bool isAllowRight = true;
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protected bool isAllowLeft = true;
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float v_movement = 0;
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private void Start()
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{
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_body = GetComponent<Rigidbody2D>();
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@@ -41,12 +41,12 @@ public abstract class Character : MonoBehaviour
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_isOnBridge = mapElement == MapElementType.Bridge && !_isFalling;
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float v_movement = 0;
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if (mapElement == MapElementType.Wall || _isOnLadder || _isOnBridge || mapElement == MapElementType.BreakableWall)
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{
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var leftCheck = GetMapElement(Vector2.left);
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var rightCheck = GetMapElement(Vector2.right);
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if (leftCheck == MapElementType.Wall)
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if (leftCheck == MapElementType.Wall || leftCheck == MapElementType.BreakableWall)
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{
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isAllowLeft = false;
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}
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@@ -54,7 +54,7 @@ public abstract class Character : MonoBehaviour
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{
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isAllowLeft = true;
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}
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if (rightCheck == MapElementType.Wall)
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if (rightCheck == MapElementType.Wall || rightCheck== MapElementType.BreakableWall)
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{
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isAllowRight = false;
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}
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@@ -105,7 +105,7 @@ public abstract class Character : MonoBehaviour
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private MapElementType GetMapElement(Vector2 direction)
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{
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var raycastHit = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, direction, 0.1f, _mapLayer);
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var raycastHit = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, direction, 0.2f, _mapLayer);
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if (raycastHit)
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{
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var mapElement = raycastHit.transform.GetComponent<MapElement>();
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@@ -113,13 +113,6 @@ public abstract class Character : MonoBehaviour
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{
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return MapElementType.Empty;
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}
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if (mapElement.ElementSO.ElementType == MapElementType.BreakableWall)
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{
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if (mapElement.GetComponent<BoxCollider2D>().isTrigger)
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{
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return MapElementType.Empty;
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}
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}
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return mapElement.ElementSO.ElementType;
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}
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return MapElementType.Empty;
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@@ -1,2 +1,2 @@
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public enum TreasureType { Coin, Key }
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public enum MapElementType {Empty,Wall,Ladder,Bridge,BreakableWall,Water }
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public enum MapElementType {Empty,Wall,Ladder,Bridge,BreakableWall,Water,BreakableWall_disabled }
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