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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Logic block which deals with jumping a character in a direction
/// </summary>
[CreateAssetMenu(menuName = "Major Project/Jump Block")]
[System.Serializable]
public class Jump : LogicBlock
{
[SerializeField]
[Tooltip("Direction to Jump")]
protected Direction direction = Direction.Forward;
[SerializeField]
[Tooltip("Max distance Jump can go")]
protected int Distance = 2;
[SerializeField]
[Tooltip("Max height Jump can go")]
protected int Height = 1;
#region Class Functions
/// <summary>
/// Implementation of BlockLogic, moves the player forward
/// </summary>
/// <param name="player">Player to move</param>
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
player.justMoved = true;
List<Block> jumpBlocks = new List<Block>(); //Blocks to jump forward between
List<Block> bounceBlocks = new List<Block>(); //Blocks to bounce backward across
//Debug.Log("<b>" + player.name + " jumping from " + player.transform.position + "<\b>");
Block endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
//Debug.Log("Initial end block: " + endBlock.transform.position);
jumpBlocks.Add(endBlock);
while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
{
//Debug.Log("End block occupied! Time to bounce");
Block oldEndBlock = endBlock;
//Debug.Log("oldEndBlock = " + oldEndBlock.transform.position);
endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore);
//Debug.Log("new endBlock = " + endBlock.transform.position);
if (endBlock == oldEndBlock) //Make sure we're not bouncing on the spot
{
//Debug.Log("We are bouncing in place, stop here");
break;
}
//Debug.Log("Added block to list");
jumpBlocks.Add(endBlock);
}
//If we've ended on a block containing another player, we'll need to bounce backwards until we find an open square
while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
{
//Debug.Log("Block at " + endBlock.transform.position + " still occupied, we must bounce back");
Vector3 position = endBlock.position + (Direction.Back.ToVector(player.transform));
endBlock = Block.GetOrCreateBlockAtPosition(position, 1, ~player.Ignore);
//Debug.Log("New endBlock = " + endBlock.transform.position);
bounceBlocks.Add(endBlock);
}
//Jump forward, bouncing across every player
//If there are multi-jumps to be done, they'll happen here
for (int i = 0; i < jumpBlocks.Count - 1; i++)
{
//Debug.Log("Jumping to: " + jumpBlocks[i].transform.position);
yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
}
//If we're at the last queued jump and there are no bouncebacks in the queue, then we've reached an open square, and can officially move here
if (bounceBlocks.Count == 0)
{
//Debug.Log("Final jump to: " + endBlock.transform.position);
yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));
}
else //Otherwise, we have to bounce back first
{
yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[jumpBlocks.Count - 1].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
for (int i = 0; i < bounceBlocks.Count - 1; i++)
{
//Debug.Log("Bouncing to: " + bounceBlocks[i].transform.position);
yield return player.StartCoroutine(player.AnimateToPosition(bounceBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
}
//Debug.Log("Final bounce to: " + endBlock.transform.position);
yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));
}
/*while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
{
yield return player.StartCoroutine(player.AnimateToPosition(endBlock.VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
endBlock.CurrentPlayer.StartAnimation(Character.Animation.Hit);
endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore);
}
yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));*/
}
/// <summary>
/// Returns the block that the character will endUp on after they use this logic element
/// </summary>
/// <param name="startBlock">block character is on</param>
/// <param name="layerMask">layers to ignore</param>
/// <returns>block which character will finish on after performing this function </returns>
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
//if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(startBlock.position + direction.ToVector(transform) + Vector3.up, 1, layerMask))
return JumpUp(startBlock, transform, layerMask);
else
return JumpLong(startBlock, transform, layerMask);
}
#endregion Class Functions
#region Helper Functions
private Block JumpLong(Block StartBlock, Transform transform, LayerMask layerMask)
{
//setting up variables
Vector3 position; // position wanted
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 <= Distance; i++)
{
//Next position to MoveTo
position = StartBlock.position + (direction.ToVector(transform) * i);
//if jump is obstructed, stop and go to last known block
if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask))
break;
retVal = Block.GetOrCreateBlockAtPosition(position, 1, layerMask);
}
return retVal;
}
/// <summary>
/// Jumps up obstacle of specific height. Jumps as high as possible
/// </summary>
/// <param name="direction">Direction of obstacle</param>
/// <param name="height">max height</param>
private Block JumpUp(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 going up then move to the heighest walkable one
for (int i = 0; i <= Height; i++)
{
//next position up the tower
position = StartBlock.position + direction.ToVector(transform) + (Vector3.up * i);
//if block is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask))
retVal = hit;
}
return retVal;
}
#endregion Helper Functions
#region Serialisation functions
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
direction = ((DirectionToken)token).direction;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new DirectionToken(this);
DirectionToken retVal = (DirectionToken)base.ToToken(token);
retVal.direction = direction;
return retVal;
}
#endregion Serialisation functions
}