Browse Source

fixed hookshot serialization + added isvisible function

master
JoshuaReason 4 years ago
parent
commit
eab76a866f
11 changed files with 362 additions and 265 deletions
  1. +2
    -2
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  7. +257
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  8. +23
    -0
      Assets/Scripts/LevelBlocks/Block.cs
  9. +39
    -10
      Assets/Scripts/Logic/Blocks/HookShot.cs
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+ 23
- 0
Assets/Scripts/LevelBlocks/Block.cs View File

@ -42,6 +42,8 @@ public class Block : MonoBehaviour
/// List of current players on this block
/// </summary>
public Character CurrentPlayer { get; protected set; }
private Renderer renderer;
#endregion Private Functions
#region ReadOnly Properties
@ -121,6 +123,10 @@ public class Block : MonoBehaviour
}
}
public bool isVisible()
{
return isPositionVisible(position);
}
#endregion Public Functions
@ -248,6 +254,23 @@ public class Block : MonoBehaviour
return newBlock.GetComponent<Air>();
}
public static bool isPositionVisible(Vector3 position)
{
Camera camera = Camera.main;
Vector2 screenPos = camera.WorldToViewportPoint(position);
if (screenPos.x > 1 || screenPos.x < 0)
{
return false;
}
if (screenPos.y > 1 || screenPos.y < 0)
{
return false;
}
return true;
}
#endregion
}

Assets/Scripts/Logic/Blocks/Lasso.cs → Assets/Scripts/Logic/Blocks/HookShot.cs View File

@ -2,21 +2,16 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Pick Ups/Lasso Block")]
[CreateAssetMenu(menuName = "Major Project/Pick Ups/HookShot Block")]
[System.Serializable]
public class Lasso : LogicBlock
public class HookShot : LogicBlock
{
[SerializeField]
[Header("Max distance checked before returning")]
private int MaxDistance = 30;
[SerializeField]
[Header("Direction to shoot in")]
private Direction Direction;
[SerializeField]
private GameObject ShotPrefab;
private string ResourceName;
[SerializeField]
private float ShotSpeed = 1;
@ -29,11 +24,15 @@ public class Lasso : LogicBlock
Block retVal = startBlock; //block we'll actually move to
//Check blocks in front until we hit an obstruction or went the distance
for (int i = 1; i <= MaxDistance; i++)
for (int i = 1; i <= 30; i++)
{
//Next position to MoveTo
position = startBlock.position + (Direction.ToVector(transform) * i);
//if position is off the screen there is nothing to hit
if (!Block.isPositionVisible(position))
return startBlock;
//if hit player return block they are standing on
if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) {
if (hit.CurrentPlayer != null)
@ -95,6 +94,36 @@ public class Lasso : LogicBlock
target.position = endPosition;
}
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
Direction = ((HookShotToken)token).Direction;
ResourceName = ((HookShotToken)token).ResourceName;
ShotSpeed = ((HookShotToken)token).ShotSpeed;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new HookShotToken(this);
HookShotToken retVal = (HookShotToken)base.ToToken(token);
retVal.Direction = Direction;
retVal.ResourceName = ResourceName;
retVal.ShotSpeed = ShotSpeed;
return retVal;
}
}
[System.Serializable]
public class HookShotToken : BlockToken
{
public Direction Direction;
public string ResourceName;
public float ShotSpeed;
public HookShotToken(LogicBlock block) : base(block) { }
}

Assets/Scripts/Logic/Blocks/Lasso.cs.meta → Assets/Scripts/Logic/Blocks/HookShot.cs.meta View File


+ 8
- 0
Assets/Scripts/LogicBlocks.meta View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8936b441d7647f74884c94f97bfb8931
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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