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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Hookshot : Projectile
- {
-
- [SerializeField]
- private Transform hookObject;
-
- [SerializeField]
- private float ShotSpeed = 1;
-
- [SerializeField]
- private LineRenderer line;
-
-
- public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction)
- {
- Block hitBlock = GetEndBlock(player.CurrentBlock, direction, ~player.Ignore);
-
- if (hitBlock == player.CurrentBlock)
- yield break;
-
- yield return StartCoroutine(lerpShot(hookObject, player.transform.position, hitBlock.VisualPosition, ShotSpeed * Vector3.Distance(player.transform.position,hitBlock.VisualPosition)/10));
-
- if (hitBlock.CurrentPlayer != null)
- {
- Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + direction, 1, ~player.Ignore);
- StartCoroutine(lerpShot(hookObject, hookObject.position, pullBlock.VisualPosition, ShotSpeed * Vector3.Distance(hookObject.position, pullBlock.VisualPosition) / 10));
- yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed));
- }
- else
- {
- line.enabled = false;
- yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed * Vector3.Distance(player.transform.position, hitBlock.VisualPosition) / 10));
- }
- }
-
- private Block GetEndBlock(Block startBlock, Vector3 direction, 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 * 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, 1, layerMask);
- }
-
- }
-
- return retVal;
- }
-
- private IEnumerator lerpShot(Transform target, Vector3 startPosition, Vector3 endPosition, float time)
- {
-
- float elapsedTime = 0;
-
- while (elapsedTime < time)
- {
- target.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time);
- line.SetPosition(1, target.localPosition);
-
- yield return new WaitForEndOfFrame();
- elapsedTime += Time.deltaTime;
- }
-
- target.position = endPosition;
- }
- }
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