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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Class which reads a a list of logic blocks and applies to a character
/// </summary>
[System.Serializable]
public class BlockReader
{
#region Inspector Variables
[SerializeField]
[Tooltip("List of LogicBlocks which will affected this character")]
public List<LogicBlock> LogicChain = new List<LogicBlock>();
#endregion Inspector Variables
#region Read-only Variables
/// <summary>
/// returns true if all LogicBlocks in LogicChain have been completed
/// </summary>
public bool Finished { get { return currentBlockIndex >= LogicChain.Count; } }
/// <summary>
/// Fired whenever the logic chain is updated, useful for UI
/// </summary>
public event System.Action OnUpdate;
/// <summary>
/// Gets the current block in the logic chain
/// </summary>
public LogicBlock CurrentBlock { get { return ((currentBlockIndex < LogicChain.Count) ? LogicChain[currentBlockIndex] : null); } }
#endregion Read-only Variables
#region Private Variables
private int currentBlockIndex;//Block currently on
#endregion Private Variables
#region Class Implementation
/// <summary>
/// Resets Block reader;
/// </summary>
public void Reset()
{
currentBlockIndex = 0;
}
/// <summary>
/// Reads the current block in the logic chain
/// </summary>
/// <param name="character">Character to control</param>
/// <returns>Returns false if other readers should wait for this one to run again</returns>
public bool Read(Character character,float animationTime)
{
//return that this is done if no more blocks left in chain
if (LogicChain.Count <= currentBlockIndex)
return true;
//get current Block
LogicBlock currentBlock = LogicChain[currentBlockIndex];
//apply blocks to character
currentBlock.Run(character, animationTime);
//if the block is finished reset it and move on to next one
//(it might not be finished if it is a for loop or something)
if (currentBlock.isFinished())
{
currentBlock.Reset();
currentBlockIndex++;
}
//Should other readers wait for this one
return (currentBlock.isFinished() || currentBlock.WaitUntilFinished);
}
/// <summary>
/// Clears all elements out of the Block Reader
/// </summary>
public void Clear()
{
LogicChain.Clear();
if (OnUpdate != null)
OnUpdate.Invoke();
}
/// <summary>
/// Removes the first instance found in the Block Reader
/// </summary>
/// <param name="item">LogicElement to remove</param>
public void Remove(LogicBlock item)
{
LogicChain.Remove(item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
/// <summary>
/// Addes item to the end of the BlockReader
/// </summary>
/// <param name="item">item to add</param>
public void Add(LogicBlock item)
{
LogicChain.Add(item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
/// <summary>
/// Inserts item at index of the Block Reader
/// </summary>
/// <param name="index">index to insert at</param>
/// <param name="item">item to insert</param>
public void Insert(int index, LogicBlock item)
{
LogicChain.Insert(index, item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
#endregion
}