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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- /// <summary>
- /// Logic block which deals with moving a character in a direction
- /// </summary>
- [CreateAssetMenu(menuName = "Major Project/Move Block")]
- [System.Serializable]
- public class Move : LogicBlock
- {
-
- [SerializeField]
- protected Direction direction = Direction.Forward;
-
- #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;
-
- Block endBlock;
- if (useBlockDirection)
- endBlock = GetEndBlock(player.CurrentBlock, player.CurrentBlock.transform, ~player.Ignore);
- else
- endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
-
-
- yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Walk, 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></returns>
- public override Block GetEndBlock(Block startBlock,Transform tranform, LayerMask layerMask)
- {
-
- DebugExtensions.DrawCube(startBlock.position, Vector3.one / 2, Color.red, 3, false);
-
- Vector3 wantedPosition = startBlock.position + direction.ToVector(tranform); // position wanted
- Block hit; //output of block detection
- Block retVal = startBlock; //Block we'll move to
-
- //If block at Position is walkable set it to moveTo
- if (Block.isBlockAtPosition(wantedPosition, 1, layerMask, out hit) && hit.isWalkable(layerMask))
- {
- retVal = hit;
- }
- //else if block down one is walkable
- else if (Block.isBlockAtPosition(wantedPosition + Vector3.down, 1, layerMask, out hit) && hit.isWalkable(layerMask))
- {
- //and it isn't obstructed
- if (Block.isBlockAtPosition(wantedPosition + Vector3.up, 1, layerMask, out hit))
- retVal = hit;
- }
-
- return retVal;
- }
-
- 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 Class Functions
- }
-
- [System.Serializable]
- public class DirectionToken : BlockToken
- {
- public Direction direction;
-
- public DirectionToken(LogicBlock block) : base(block) { }
- }
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