Working collisions on event-based triggers

This commit is contained in:
Michal Pikulski
2025-09-18 12:42:05 +02:00
parent 50070651c5
commit 44c1e48b82
12 changed files with 530 additions and 428 deletions

View File

@@ -31,7 +31,7 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnTap(Vector2 worldPosition)
{
Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
// Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
_isTouchActive = true;
}
@@ -41,7 +41,7 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldStart(Vector2 worldPosition)
{
Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
// Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
_isTouchActive = true;
}
@@ -51,7 +51,7 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldMove(Vector2 worldPosition)
{
Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
// Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
}
@@ -60,7 +60,7 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldEnd(Vector2 worldPosition)
{
Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
// Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
_isTouchActive = false;
}