Renamed CollisionManager

This commit is contained in:
2026-06-18 11:03:56 +02:00
parent a7d1adf175
commit 64e445e8a6
21 changed files with 156 additions and 767 deletions

View File

@@ -41,7 +41,7 @@ namespace Marro.PacManUdon
// External references
private GhostManager ghostManager;
private PelletManager pelletManager;
private CollisionManager collisionManager;
private Animator animator;
private new Renderer renderer;
private PacMan pacMan;
@@ -89,13 +89,13 @@ namespace Marro.PacManUdon
public bool IsScared => isScared;
public int Index { get; private set; }
public void Initialize(PelletManager pelletManager, PacMan pacMan, Ghost blinky, Transform startTransform, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition, int index)
public void Initialize(CollisionManager collisionManager, PacMan pacMan, Ghost blinky, Transform startTransform, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition, int index)
{
ghostManager = transform.parent.GetComponent<GhostManager>();
animator = GetComponent<Animator>();
renderer = GetComponent<Renderer>();
this.pelletManager = pelletManager;
this.collisionManager = collisionManager;
this.pacMan = pacMan;
this.blinky = blinky;
this.homePosition = homePosition;
@@ -199,7 +199,7 @@ namespace Marro.PacManUdon
if (CrossesTileBorder(position, nextPosition, direction))
{
var inTunnel = pelletManager.GhostMoveToTile(nextPosition, Index);
var inTunnel = collisionManager.GhostMoveToTile(nextPosition, Index);
if (inTunnel != this.inTunnel)
{
@@ -248,7 +248,7 @@ namespace Marro.PacManUdon
private void TryToTurn(Vector2 position, ref Vector2 nextPosition)
{
var gridPosition = PositionToGrid(position);
var availableDirections = pelletManager.GetAvailableDirections(position);
var availableDirections = collisionManager.GetAvailableDirections(position);
if ((availableDirections & (int)PacManCollisionInfoType.NoTurn) != 0 )
{
@@ -285,7 +285,7 @@ namespace Marro.PacManUdon
{
nextValidDirectionIndex += 1;
}
if (!pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
if (!collisionManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
{
// If we're at a Vector2.zero, we skip applying the direction and only increment.
if (nextValidDirectionIndex == predefinedPathIndex)