[Player][Interactions] Refactor common settings to be in the Game Settings SO. Update follow paramters and pathfinding for Pulver
This commit is contained in:
@@ -8,10 +8,6 @@ using Pathfinding; // Add this at the top
|
||||
// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
|
||||
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
public float moveSpeed = 5f;
|
||||
public float stopDistance = 0.1f;
|
||||
public bool useRigidbody = true;
|
||||
|
||||
Vector3 targetPosition;
|
||||
bool hasTarget = false;
|
||||
|
||||
@@ -81,6 +77,7 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
if (aiPath != null)
|
||||
{
|
||||
aiPath.destination = targetPosition;
|
||||
aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
|
||||
Debug.Log($"AIPath destination set to {targetPosition}");
|
||||
}
|
||||
else
|
||||
@@ -124,14 +121,14 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
|
||||
if (aiPath != null)
|
||||
{
|
||||
aiPath.destination = target;
|
||||
aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
|
||||
}
|
||||
while (!interruptMoveTo)
|
||||
{
|
||||
// 2D distance calculation (ignore z)
|
||||
Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
|
||||
Vector2 target2D = new Vector2(target.x, target.y);
|
||||
float dist = Vector2.Distance(current2D, target2D);
|
||||
if (dist <= stopDistance + 0.2f)
|
||||
if (dist <= GameManager.Instance.StopDistance + 0.2f)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user