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Transform transform, LayerMask layerMask) + { + return startBlock; + } + + + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) + { + Projectile newProjectile = Instantiate(Projectile, player.transform.position, player.transform.rotation); + Vector3 direction = Direction.ToVector(player.transform); + + yield return newProjectile.StartCoroutine(newProjectile.ProjectileLogic(player, animationTime, direction)); + + Destroy(newProjectile.gameObject); + } + + public override void CopyToken(BlockToken token) + { + base.CopyToken(token); + Projectile = Resources.Load(((ShotToken)token).prefabName).GetComponent(); + Direction = ((ShotToken)token).direction; + } + + public override BlockToken ToToken(BlockToken token = null) + { + if (token == null) + token = new ShotToken(this); + + Debug.Log(base.ToToken(token).GetType().Name); + ShotToken retVal = (ShotToken)base.ToToken(token); + retVal.direction = Direction; + retVal.prefabName 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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; + } +} diff --git a/Assets/Scripts/Projectiles/Hookshot.cs.meta b/Assets/Scripts/Projectiles/Hookshot.cs.meta new file mode 100644 index 0000000..91dc46c --- /dev/null +++ b/Assets/Scripts/Projectiles/Hookshot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 324dc3402d6edc6499badbd4ba6afbbb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Projectiles/Projectile.cs b/Assets/Scripts/Projectiles/Projectile.cs new file mode 100644 index 0000000..301aac1 --- /dev/null +++ b/Assets/Scripts/Projectiles/Projectile.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class Projectile : MonoBehaviour +{ + public abstract IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction); +} diff --git a/Assets/Scripts/Projectiles/Projectile.cs.meta b/Assets/Scripts/Projectiles/Projectile.cs.meta new file mode 100644 index 0000000..5953193 --- /dev/null +++ b/Assets/Scripts/Projectiles/Projectile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5634403e4725fd54d82986efcdc4524f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/LogicElementUI.cs b/Assets/Scripts/UI/LogicElementUI.cs index 2bb1689..391ca34 100644 --- a/Assets/Scripts/UI/LogicElementUI.cs +++ b/Assets/Scripts/UI/LogicElementUI.cs @@ -67,7 +67,7 @@ public class LogicElementUI : Dragable nameText.outlineWidth = 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a(null,e)},decompress:function(e){this.exports||(this.exports=this.require("inflate.js"));try{return this.exports.inflate(e)}catch(e){}},hasUnityMarker:function(e){var t=10,r="UnityWeb Compressed Content (gzip)";if(t>e.length||31!=e[0]||139!=e[1])return!1;var n=e[3];if(4&n){if(t+2>e.length)return!1;if(t+=2+e[t]+(e[t+1]<<8),t>e.length)return!1}if(8&n){for(;te.length)return!1;t++}return 16&n&&String.fromCharCode.apply(null,e.subarray(t,t+r.length+1))==r+"\0"}},brotli:{require:function(e){var t={"decompress.js":function(e,t,r){t.exports=e("./dec/decode").BrotliDecompressBuffer},"dec/bit_reader.js":function(e,t,r){function n(e){this.buf_=new Uint8Array(a),this.input_=e,this.reset()}const o=4096,a=8224,i=8191,s=new 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this.bit_pos_+=e,t},t.exports=n},"dec/context.js":function(e,t,r){r.lookup=new 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