refactor: controllers use ITileView port, not TileViewAdapter directly
This commit is contained in:
@@ -9,5 +9,6 @@ namespace Core.Ports
|
|||||||
void SetVisualState(TileState state);
|
void SetVisualState(TileState state);
|
||||||
void DropPhysics();
|
void DropPhysics();
|
||||||
void Dispose();
|
void Dispose();
|
||||||
|
void StepOn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Core.Ports;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using KBCore.Refs;
|
using KBCore.Refs;
|
||||||
|
|
||||||
@@ -37,9 +38,9 @@ namespace Infrastructure.Unity
|
|||||||
|
|
||||||
if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2f, tileLayer))
|
if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2f, tileLayer))
|
||||||
{
|
{
|
||||||
if (hit.collider.TryGetComponent<TileViewAdapter>(out var tile))
|
if (hit.collider.TryGetComponent<ITileView>(out var tileView))
|
||||||
{
|
{
|
||||||
tile.OnPlayerStep();
|
tileView.StepOn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Core.Ports;
|
||||||
using KBCore.Refs;
|
using KBCore.Refs;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
@@ -49,9 +50,9 @@ namespace Infrastructure.Unity
|
|||||||
|
|
||||||
if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2.0f, tileLayer))
|
if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2.0f, tileLayer))
|
||||||
{
|
{
|
||||||
if (hit.collider.TryGetComponent<TileViewAdapter>(out var tile))
|
if (hit.collider.TryGetComponent<ITileView>(out var tileView))
|
||||||
{
|
{
|
||||||
tile.OnPlayerStep();
|
tileView.StepOn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Core.Domain.Status;
|
using Core.Domain.Status;
|
||||||
using Core.Domain.Status.Effects;
|
using Core.Domain.Status.Effects;
|
||||||
|
using Core.Ports;
|
||||||
using KBCore.Refs;
|
using KBCore.Refs;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
@@ -244,9 +245,9 @@ namespace Infrastructure.Unity
|
|||||||
{
|
{
|
||||||
if (Physics.SphereCast(transform.position, 0.3f, Vector3.down, out var hit, groundCheckDistance, tileLayer))
|
if (Physics.SphereCast(transform.position, 0.3f, Vector3.down, out var hit, groundCheckDistance, tileLayer))
|
||||||
{
|
{
|
||||||
if (hit.collider.TryGetComponent<TileViewAdapter>(out var tileAdapter))
|
if (hit.collider.TryGetComponent<ITileView>(out var tileView))
|
||||||
{
|
{
|
||||||
tileAdapter.OnPlayerStep();
|
tileView.StepOn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -106,7 +106,7 @@ namespace Infrastructure.Unity
|
|||||||
StartCoroutine(ShrinkAndDestroy());
|
StartCoroutine(ShrinkAndDestroy());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnPlayerStep()
|
public void StepOn()
|
||||||
{
|
{
|
||||||
_linkedTile?.StepOn();
|
_linkedTile?.StepOn();
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user