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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 IEnumerator Read(Character character,float speedMultiplier)
  50. {
  51. //If the character has become stuck, they forfeit their remaining moves - we skip directly to their end of their chain
  52. if (character.stuck == true)
  53. {
  54. Debug.Log("Character is stuck! No moving!");
  55. //return true;
  56. currentBlockIndex = LogicChain.Count;
  57. }
  58. else
  59. {
  60. Debug.Log("Character is not stuck");
  61. }
  62. //return that this is done if no more blocks left in chain
  63. if (LogicChain.Count <= currentBlockIndex)
  64. {
  65. //return true;
  66. }
  67. //get current Block
  68. LogicBlock currentBlock = LogicChain[currentBlockIndex];
  69. //apply blocks to character
  70. yield return character.StartCoroutine(currentBlock.Run(character, speedMultiplier));
  71. //if the block is finished reset it and move on to next one
  72. //(it might not be finished if it is a for loop or something)
  73. bool isFinished = currentBlock.isFinished();
  74. if (isFinished)
  75. {
  76. currentBlock.Reset();
  77. currentBlockIndex++;
  78. }
  79. //Should other readers wait for this one
  80. //return (runAgainNot || !currentBlock.WaitUntilFinished);
  81. }
  82. /// <summary>
  83. /// Clears all elements out of the Block Reader
  84. /// </summary>
  85. public void Clear()
  86. {
  87. LogicChain.Clear();
  88. if (OnUpdate != null)
  89. OnUpdate.Invoke();
  90. }
  91. /// <summary>
  92. /// Removes the first instance found in the Block Reader
  93. /// </summary>
  94. /// <param name="item">LogicElement to remove</param>
  95. public void Remove(LogicBlock item)
  96. {
  97. LogicChain.Remove(item);
  98. if (OnUpdate != null)
  99. OnUpdate.Invoke();
  100. }
  101. /// <summary>
  102. /// Addes item to the end of the BlockReader
  103. /// </summary>
  104. /// <param name="item">item to add</param>
  105. public void Add(LogicBlock item)
  106. {
  107. LogicChain.Add(item);
  108. if (OnUpdate != null)
  109. OnUpdate.Invoke();
  110. }
  111. /// <summary>
  112. /// Inserts item at index of the Block Reader
  113. /// </summary>
  114. /// <param name="index">index to insert at</param>
  115. /// <param name="item">item to insert</param>
  116. public void Insert(int index, LogicBlock item)
  117. {
  118. LogicChain.Insert(index, item);
  119. if (OnUpdate != null)
  120. OnUpdate.Invoke();
  121. }
  122. #endregion
  123. }