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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/RotateHalf Block")] | |||||
[System.Serializable] | |||||
public class RotateHalf : LogicBlock | |||||
{ | |||||
#region Inspector Fields | |||||
[SerializeField] | |||||
[Header("Rotate Settings")] | |||||
[Tooltip("Direction to rotate in")] | |||||
protected Direction direction; | |||||
#endregion Inspector Fields | |||||
#region Class Functions | |||||
/// <summary> | |||||
/// Rotates the player in the direction specified by this block | |||||
/// </summary> | |||||
/// <param name="player">Player to rotate</param> | |||||
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) | |||||
{ | |||||
player.RotateHalf(direction, animationTime); | |||||
yield break; | |||||
} | |||||
/// <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>block which character will finish on after performing this function </returns> | |||||
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) | |||||
{ | |||||
//no movement when rotating | |||||
return startBlock; | |||||
} | |||||
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 | |||||
} |
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