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129 lines
4.1 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Pick Ups/HookShot Block")]
[System.Serializable]
public class HookShot : LogicBlock
{
[SerializeField]
[Header("Direction to shoot in")]
private Direction Direction;
[SerializeField]
private string ResourceName;
[SerializeField]
private float ShotSpeed = 1;
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
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 <= 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)
return hit;
}
//if block block paths return block infront of it
if (Block.isBlockAtPosition(position + Vector3.up,1,layerMask))
{
return Block.GetOrCreateBlockAtPosition(position - Direction.ToVector(transform), 1, layerMask);
}
}
return retVal;
}
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
Block hitBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
Debug.Log("hookshot: " + hitBlock.position, hitBlock.gameObject);
if (hitBlock == player.CurrentBlock)
yield break;
Debug.Log("Instantiating shot");
GameObject shot = GameObject.CreatePrimitive(PrimitiveType.Sphere);
shot.transform.localScale = Vector3.one * 0.33f;
yield return player.StartCoroutine(lerpShot(shot.transform, player.transform.position, hitBlock.VisualPosition,ShotSpeed));
Destroy(shot);
if (hitBlock.CurrentPlayer != null)
{
Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + Direction.ToVector(player.transform), 1, ~player.Ignore);
yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed));
}
else
{
yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed));
}
}
private IEnumerator lerpShot(Transform target, Vector3 startPosition,Vector3 endPosition, float time)
{
float elapsedTime = 0;
while (elapsedTime < time)
{
target.transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
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) { }
}