More cleanup
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@@ -227,16 +227,6 @@ namespace Marro.PacManUdon
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}
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return result;
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}
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public static bool CheckCollisionInDirection(Transform transform, Vector2 position, Vector2 direction)
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{
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// Debug.Log("Collision check");
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bool result = Physics.Linecast(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), 1 << 22, QueryTriggerInteraction.Ignore);
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// Debug.DrawLine(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), Color.red, 1);
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// Debug.Log($"{gameObject} Collision; Position {position} became {transform.parent.TransformPoint(position)}, direction {direction.normalized} became {transform.parent.TransformDirection(direction.normalized)}");
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// Debug.Log("collision check for " + position + " in direction " + direction + " returned " + result);
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return result;
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}
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#endregion
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}
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}
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@@ -178,7 +178,7 @@ namespace Marro.PacManUdon
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{
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nextValidDirectionIndex += 1;
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}
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if (!CheckCollisionInDirection(transform, nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
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if (!pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
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{
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// If we're at a Vector2.zero, we skip applying the direction and only increment.
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if (nextValidDirectionIndex == predefinedPathIndex)
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