Renamed CollisionManager
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@@ -9,7 +9,7 @@ namespace Marro.PacManUdon
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{
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private GameManager gameManager;
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private PlayerInput input;
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private PelletManager pelletManager;
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private CollisionManager collisionManager;
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private float defaultSpeed;
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private float powerPelletSpeed;
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private float speed;
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@@ -41,10 +41,10 @@ namespace Marro.PacManUdon
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#endregion
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public void Initialize(PlayerInput input, Transform startTransform, GameManager gameManager, PelletManager pelletManager)
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public void Initialize(PlayerInput input, Transform startTransform, GameManager gameManager, CollisionManager collisionManager)
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{
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this.gameManager = gameManager;
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this.pelletManager = pelletManager;
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this.collisionManager = collisionManager;
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this.input = input;
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animator = GetComponent<Animator>();
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renderer = GetComponent<Renderer>();
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@@ -131,7 +131,7 @@ namespace Marro.PacManUdon
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private Vector2 ProcessNextPosition(Vector2 position, Vector2 nextPosition)
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{
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if (CrossesTileCenter(position, nextPosition, Direction.Left) // If pacman is moving horizontally, check if he may cross the center of a tile in that axis
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&& (!IsHorizontal(targetDirection) || pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)HorizontalComponent(direction)])))
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&& (!IsHorizontal(targetDirection) || collisionManager.IsWallUpcoming(nextPosition, directionVectors[(int)HorizontalComponent(direction)])))
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{ // If the target direction is in the other axis or if we're about to run into a wall
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nextPosition.x = PositionToGrid(nextPosition).x; // Snap pacman to the center of his current tile in this axis
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SetDirection(VerticalComponent(direction));
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@@ -139,7 +139,7 @@ namespace Marro.PacManUdon
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}
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if (CrossesTileCenter(position, nextPosition, Direction.Down) // See comments above but now vertical
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&& (!IsVertical(targetDirection) || pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)VerticalComponent(direction)])))
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&& (!IsVertical(targetDirection) || collisionManager.IsWallUpcoming(nextPosition, directionVectors[(int)VerticalComponent(direction)])))
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{
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nextPosition.y = PositionToGrid(nextPosition).y;
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SetDirection(HorizontalComponent(direction));
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@@ -148,7 +148,7 @@ namespace Marro.PacManUdon
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var inputDirection = input.GetDirection();
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if (!inputDirection.Equals(Direction.Zero) && !inputDirection.Equals(targetDirection) // Ignore neutral input or input in our current direction
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&& !pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)inputDirection])) // Check if the requested direction does not have a wall
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&& !collisionManager.IsWallUpcoming(nextPosition, directionVectors[(int)inputDirection])) // Check if the requested direction does not have a wall
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{
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// Move in the requested direction, as well as perpundicular to it to get to the center of the tunnel
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if (IsHorizontal(inputDirection))
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@@ -182,7 +182,7 @@ namespace Marro.PacManUdon
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{
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nextValidDirectionIndex += 1;
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}
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if (!pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
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if (!collisionManager.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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@@ -213,7 +213,7 @@ namespace Marro.PacManUdon
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private void CheckNewTile(Vector2 position, Vector2 nextPosition)
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{
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var eatResult = pelletManager.PacManMoveToTile(position, nextPosition);
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var eatResult = collisionManager.PacManMoveToTile(position, nextPosition);
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if (eatResult == EatResult.Pellet)
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{
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