Removing barriers, adding trick logic, and making players pick-up-able

This commit is contained in:
hz
2026-01-31 20:17:28 -06:00
parent 14ec7e81b2
commit 7339c012c3
10 changed files with 381 additions and 297 deletions
+25 -1
View File
@@ -83,7 +83,14 @@ public class PlayerPickupController : MonoBehaviour
Debug.Log(colliders.Length + " colliders found in range");
foreach (var col in colliders)
{
if (!col.TryGetComponent<TrickController>(out var trick) && !col.CompareTag("Interactable"))
if (col.gameObject == gameObject)
{
continue;
}
var hasTrick = col.TryGetComponent<TrickController>(out var trick);
var hasPlayer = col.TryGetComponent<PlayerPlatformerController>(out var playerController);
if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
{
continue;
}
@@ -108,6 +115,15 @@ public class PlayerPickupController : MonoBehaviour
trick.SetCarried(true);
}
if (playerController != null)
{
playerController.enabled = false;
if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
{
heldPickup.enabled = false;
}
}
if (col != null) col.enabled = false;
break;
}
@@ -125,6 +141,14 @@ public class PlayerPickupController : MonoBehaviour
{
trick.SetCarried(false);
}
if (heldObject.TryGetComponent<PlayerPlatformerController>(out var playerController))
{
playerController.enabled = true;
if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
{
heldPickup.enabled = true;
}
}
Collider2D col = heldObject.GetComponent<Collider2D>();
if (col != null) col.enabled = true;