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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System.Linq;
  5. /// <summary>
  6. /// Class which defines blocks around the level
  7. /// </summary>
  8. [RequireComponent(typeof(BoxCollider))]
  9. public class Block : MonoBehaviour
  10. {
  11. #region Inspector Fields
  12. [SerializeField]
  13. [Tooltip("Offset from the top of the block from which a character should stand")]
  14. private Vector3 VisualOffset = Vector3.zero;
  15. [SerializeField]
  16. [Tooltip("Can this type of block be walked on")]
  17. public bool is_Walkable = true;
  18. [Tooltip("Is this block underwater?")]
  19. public bool isWater = false;
  20. [Tooltip("Is this block at the bottom of a pit?")]
  21. public bool isPit = false;
  22. public bool isCrystals = false;
  23. public bool isRock = false;
  24. public bool isCollectableSpawnable = false;
  25. [Header("Spawn Settings")]
  26. [Tooltip("Can this block be spawned on")]
  27. public bool isSpawnable = false;
  28. [Tooltip("Direction Player is poting at when spawned")]
  29. public Direction SpawnDirection = Direction.Forward;
  30. #endregion InspectorFields
  31. #region Private Functions
  32. /// <summary>
  33. /// List of current players on this block
  34. /// </summary>
  35. public Character CurrentPlayer { get; protected set; }
  36. private Renderer renderer;
  37. #endregion Private Functions
  38. #region ReadOnly Properties
  39. /// <summary>
  40. /// Blocks position in global space
  41. /// </summary>
  42. public Vector3 position { get { return transform.position; } }
  43. /// <summary>
  44. /// Position character should stand in global space
  45. /// </summary>
  46. public Vector3 VisualPosition { get { return position + VisualOffset + Vector3.up * 0.5f; } }
  47. #endregion ReadOnly Properties
  48. #region Public Functions
  49. /// <summary>
  50. /// Is a block valid to walk on
  51. /// </summary>
  52. /// <param name="layerMask">Layers to check for when checking for blocks above</param>
  53. /// <returns></returns>
  54. public bool isWalkable(LayerMask layerMask)
  55. {
  56. //checks if there is no block above this one and that this is tagged as walkable
  57. return (is_Walkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
  58. }
  59. /// <summary>
  60. /// Is called when a player moves onto this block
  61. ///
  62. /// Should be implemented by a derived class
  63. /// </summary>
  64. /// <param name="player">Player which moved on to block</param>
  65. ///<param name="moveDirection">The direction the player moved to get to this block</param>
  66. public virtual IEnumerator OnWalkedOnByPlayer(Character player, Vector3 moveDirection)
  67. {
  68. yield return StartCoroutine(DoPush(player, moveDirection));
  69. }
  70. /// <summary>
  71. /// Is called when a player moves off of block
  72. ///
  73. /// Should be implemented by a derived class
  74. /// </summary>
  75. /// <param name="player">Player which moved on to block</param>
  76. public virtual void OnLeftByPlayer(Character player)
  77. {
  78. CurrentPlayer = null;
  79. }
  80. /// <summary>
  81. /// Called to deal with players colliding on this block
  82. /// </summary>
  83. /// <param name="newPlayer">Player which is moving into this block</param>
  84. /// <param name="moveDirection">The direction the player moved to get to this block</param>
  85. public virtual IEnumerator DoPush(Character newPlayer, Vector3 moveDirection)
  86. {
  87. if (CurrentPlayer == null)
  88. {
  89. CurrentPlayer = newPlayer;
  90. yield break;
  91. }
  92. Block pushBlock = GetPushLocation(moveDirection, ~CurrentPlayer.Ignore);
  93. if (pushBlock != this)
  94. {
  95. Character oldPlayer = CurrentPlayer;
  96. CurrentPlayer = newPlayer;
  97. yield return StartCoroutine(oldPlayer.MoveToBlock(pushBlock, Character.Animation.Hit, 1));
  98. }
  99. else
  100. {
  101. Block returnBlock = GetPushLocation(-moveDirection, ~newPlayer.Ignore);
  102. if (returnBlock != this)
  103. yield return StartCoroutine(newPlayer.MoveToBlock(returnBlock, Character.Animation.Hit, 1));
  104. }
  105. }
  106. public bool isVisible()
  107. {
  108. return isPositionVisible(position);
  109. }
  110. #endregion Public Functions
  111. #region Protected Functions
  112. protected Block GetPushLocation(Vector3 pushDirection, LayerMask ignoreMask)
  113. {
  114. //setting up variables
  115. Vector3 newPosition = position + pushDirection; // position wanted
  116. Block hit; //output of block detection
  117. //if move is obstucted no where to move
  118. if (Block.isBlockAtPosition(newPosition + Vector3.up, 1, ignoreMask))
  119. return this;
  120. //If block at Position is walkable set it to moveTo
  121. if (Block.isBlockAtPosition(newPosition, 1, ignoreMask, out hit) && hit.isWalkable(ignoreMask))
  122. {
  123. return hit;
  124. }
  125. //else if block down one is walkable
  126. else if (Block.isBlockAtPosition(newPosition + Vector3.down, 1, ignoreMask, out hit) && hit.isWalkable(ignoreMask))
  127. {
  128. return hit;
  129. }
  130. return this;
  131. }
  132. #endregion Protected Functions
  133. #region Editor Functions
  134. private void OnDrawGizmos()
  135. {
  136. if (!isSpawnable)
  137. return;
  138. Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f;
  139. Vector3 Perp = Quaternion.Euler(0, 90, 0) * SpawnDirection.ToVector();
  140. DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0);
  141. //Eyes
  142. Vector3 eyePosition = DrawPosition + SpawnDirection.ToVector() * 0.4f;
  143. DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0);
  144. DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0);
  145. //ears
  146. Vector3 earPosition = DrawPosition + SpawnDirection.ToVector() * 0.2f + Vector3.up * 0.4f;
  147. Vector3 earScale = Quaternion.LookRotation(SpawnDirection.ToVector()) * new Vector3(0.1f, 0.1f, 0.05f);
  148. DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0);
  149. DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0);
  150. }
  151. #endregion Editor Functions
  152. #region Static Functions
  153. /// <summary>
  154. /// Checks if there is a block at supplied position
  155. /// </summary>
  156. /// <param name="position">position to check at</param>
  157. /// <param name="Scale">Scale of block. (should be 1)</param>
  158. /// <param name="layerMask">Layers to check on</param>
  159. /// <param name="hit">Block hit</param>
  160. /// <returns>if a block is at position</returns>
  161. public static bool isBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask, out Block hit)
  162. {
  163. //Turn scale into halfextent and shrink a bit so it doesn't hit bordering blocks
  164. Vector3 halfExtent = Vector3.one * ((Scale - 0.1f) / 2);
  165. //Get every collider which is at position
  166. Collider[] cols = Physics.OverlapBox(position, halfExtent, Quaternion.identity, layerMask);
  167. //Filter colliders for only GameObjects with an Block component
  168. Block[] blocks = cols.Where(p => p.GetComponent<Block>() != null).Select(p => p.GetComponent<Block>()).ToArray();
  169. //Draw cube, for visuals
  170. DebugExtensions.DrawCube(position, halfExtent, Color.cyan, 1, false);
  171. //if didn't hit anyblocks return false
  172. if (blocks.Length == 0)
  173. {
  174. hit = null;
  175. return false;
  176. }
  177. else
  178. {
  179. //else get the closest block to disered position, (in case we hit mulitple blocks)
  180. hit = Utility.minBy(blocks, p => Vector3.Distance(p.transform.position, position));
  181. return true;
  182. }
  183. }
  184. /// <summary>
  185. /// Checks if there is a block at supplied position
  186. /// </summary>
  187. /// <param name="position">position to check at</param>
  188. /// <param name="Scale">Scale of block. (should be 1)</param>
  189. /// <param name="layerMask">Layers to check on</param>
  190. /// <returns>if a block is at position</returns>
  191. public static bool isBlockAtPosition(Vector3 position, float scale, LayerMask layerMask)
  192. {
  193. //Return Overloaded function above
  194. Block hit;
  195. return (isBlockAtPosition(position, scale, layerMask, out hit));
  196. }
  197. /// <summary>
  198. /// Gets the block at a position or creates an airblock if there isn't one there
  199. /// </summary>
  200. /// <param name="position">position to get block at</param>
  201. /// <param name="Scale">Scale of block. (should be 1)</param>
  202. /// <param name="layerMask">Layers to check on</param>
  203. /// <returns>block at position</returns>
  204. public static Block GetOrCreateBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask)
  205. {
  206. Block retVal;
  207. if (isBlockAtPosition(position, Scale, layerMask, out retVal))
  208. return retVal;
  209. GameObject newBlock = Resources.Load<GameObject>("Cube_Air");
  210. newBlock.transform.position = position;
  211. return newBlock.GetComponent<Air>();
  212. }
  213. public static bool isPositionVisible(Vector3 position)
  214. {
  215. Camera camera = Camera.main;
  216. Vector2 screenPos = camera.WorldToViewportPoint(position);
  217. if (screenPos.x > 1 || screenPos.x < 0)
  218. {
  219. return false;
  220. }
  221. if (screenPos.y > 1 || screenPos.y < 0)
  222. {
  223. return false;
  224. }
  225. return true;
  226. }
  227. #endregion
  228. }