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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. /// <summary>
  5. /// Class which reads a a list of logic blocks and applies to a character
  6. /// </summary>
  7. [System.Serializable]
  8. public class BlockReader
  9. {
  10. #region Inspector Variables
  11. [SerializeField]
  12. [Tooltip("List of LogicBlocks which will affected this character")]
  13. public List<LogicBlock> LogicChain = new List<LogicBlock>();
  14. #endregion Inspector Variables
  15. #region Read-only Variables
  16. /// <summary>
  17. /// returns true if all LogicBlocks in LogicChain have been completed
  18. /// </summary>
  19. public bool Finished { get { return currentBlockIndex >= LogicChain.Count; } }
  20. /// <summary>
  21. /// Fired whenever the logic chain is updated, useful for UI
  22. /// </summary>
  23. public event System.Action OnUpdate;
  24. /// <summary>
  25. /// Gets the current block in the logic chain
  26. /// </summary>
  27. public LogicBlock CurrentBlock { get { return ((currentBlockIndex < LogicChain.Count) ? LogicChain[currentBlockIndex] : null); } }
  28. /// <summary>
  29. /// Sum of size of all Blocks in the chain
  30. /// </summary>
  31. public int Length { get { int retVal = 0; LogicChain.ForEach(p => retVal += p.Size()); return retVal; } }
  32. #endregion Read-only Variables
  33. #region Private Variables
  34. private int currentBlockIndex;//Block currently on
  35. #endregion Private Variables
  36. #region Class Implementation
  37. /// <summary>
  38. /// Resets Block reader;
  39. /// </summary>
  40. public void Reset()
  41. {
  42. currentBlockIndex = 0;
  43. }
  44. /// <summary>
  45. /// Reads the current block in the logic chain
  46. /// </summary>
  47. /// <param name="character">Character to control</param>
  48. /// <returns>Returns false if other readers should wait for this one to run again</returns>
  49. public bool Read(Character character,float animationTime)
  50. {
  51. //return that this is done if no more blocks left in chain
  52. if (LogicChain.Count <= currentBlockIndex)
  53. return true;
  54. //get current Block
  55. LogicBlock currentBlock = LogicChain[currentBlockIndex];
  56. //apply blocks to character
  57. currentBlock.Run(character, animationTime);
  58. //if the block is finished reset it and move on to next one
  59. //(it might not be finished if it is a for loop or something)
  60. if (currentBlock.isFinished())
  61. {
  62. currentBlock.Reset();
  63. currentBlockIndex++;
  64. }
  65. //Should other readers wait for this one
  66. return (currentBlock.isFinished() || currentBlock.WaitUntilFinished);
  67. }
  68. /// <summary>
  69. /// Clears all elements out of the Block Reader
  70. /// </summary>
  71. public void Clear()
  72. {
  73. LogicChain.Clear();
  74. if (OnUpdate != null)
  75. OnUpdate.Invoke();
  76. }
  77. /// <summary>
  78. /// Removes the first instance found in the Block Reader
  79. /// </summary>
  80. /// <param name="item">LogicElement to remove</param>
  81. public void Remove(LogicBlock item)
  82. {
  83. LogicChain.Remove(item);
  84. if (OnUpdate != null)
  85. OnUpdate.Invoke();
  86. }
  87. /// <summary>
  88. /// Addes item to the end of the BlockReader
  89. /// </summary>
  90. /// <param name="item">item to add</param>
  91. public void Add(LogicBlock item)
  92. {
  93. LogicChain.Add(item);
  94. if (OnUpdate != null)
  95. OnUpdate.Invoke();
  96. }
  97. /// <summary>
  98. /// Inserts item at index of the Block Reader
  99. /// </summary>
  100. /// <param name="index">index to insert at</param>
  101. /// <param name="item">item to insert</param>
  102. public void Insert(int index, LogicBlock item)
  103. {
  104. LogicChain.Insert(index, item);
  105. if (OnUpdate != null)
  106. OnUpdate.Invoke();
  107. }
  108. #endregion
  109. }