using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class Character : MonoBehaviour { public string nextScene; #region Inspector Fields [SerializeField] private Inventory startingInventory; [SerializeField] [Tooltip ("Will move to this block at start, else will try and find a block below")] private Block CurrentBlock; [SerializeField] [Tooltip ("Layers to ignore when checking for blocks")] private LayerMask Ignore; [Tooltip("Current Inventory of the player")] public Inventory Inventory; #endregion Inspector Fields #region Unity Functions private void Awake () { Inventory.Clone(startingInventory); //If no starting block find one below it if (CurrentBlock == null) Block.isBlockAtPosition (transform.position + Vector3.down / 2, 1, ~Ignore, out CurrentBlock); //move to starting block transform.position = CurrentBlock.VisualPosition; } #endregion Unity Functions #region Class Implementation /// /// Moves one block in specefied direction, Can walk off obstacles /// /// direction to walk /// Technically is same as JumpLong(1) but kept seperate to avoid confusion public void Move (Direction direction) { //setting up variables Vector3 position = CurrentBlock.position + direction.ToVector (transform); // position wanted Block hit; //output of block detection Block moveTo = CurrentBlock; //block we'll actually move to //if move is obstucted no where to move if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore)) return; //If block at Position is walkable set it to moveTo if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) moveTo = hit; //else if block down one is walkable else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) moveTo = hit; //set current block && move CurrentBlock = moveTo; transform.position = CurrentBlock.VisualPosition; } /// /// Upon collision with a floating block, collect its /// Upon collision with the end portal, end of level /// /// name of collided object void OnTriggerEnter (Collider other) { Collectable collectable = other.GetComponentInChildren(); if (other != null) { collectable.OnCollect(this); } if (other.gameObject.name == "End Portal") { other.GetComponent ().enabled = false; Debug.Log ("You finished this level!"); SceneManager.LoadScene (nextScene); } } /// /// Rotates to point in specific direction based on current direction /// /// Local direction to point public void Rotate (Direction direction) { transform.forward = direction.ToVector (transform); } /// /// Jumps in specefied direction, picks between Long Jump and Jumping up /// /// Direction to Jump public void Jump (Direction direction) { //if there is a block infront JumpUp else LongJump if (Block.isBlockAtPosition (CurrentBlock.position + direction.ToVector (transform) + Vector3.up, 1, ~Ignore)) JumpUp (direction); else JumpLong (direction); } #endregion Class Implementation #region Private Functions /// /// Jumps up obstacle of specific height. Jumps as high as possible /// /// Direction of obstacle /// max height private void JumpUp (Direction direction, int height = 1) { //setting up variables Vector3 position; // position wanted Block hit; //output of block detection Block moveTo = CurrentBlock; //block we'll actually move to //Check blocks in going up then move to the heighest walkable one for (int i = 0; i <= height; i++) { //next position up the tower position = CurrentBlock.position + direction.ToVector (transform) + (Vector3.up * i); //if block is walkable set it to last known position if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) moveTo = hit; } //set current block && move CurrentBlock = moveTo; transform.position = CurrentBlock.VisualPosition; } /// /// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction /// /// Direction to Jump /// Max distance private void JumpLong (Direction direction, int Distance = 2) { //setting up variables Vector3 position; // position wanted Block hit; //output of block detection Block moveTo = CurrentBlock; //block we'll actually move to //Check blocks in front until we hit an obstruction or went the distance for (int i = 1; i <= Distance; i++) { //Next position to MoveTo position = CurrentBlock.position + (direction.ToVector (transform) * i); //if jump is obstructed, stop and go to last known block if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore)) break; //If block at Position is walkable set it to last known position if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) moveTo = hit; //else if block down one is walkable else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore)) moveTo = hit; }//end for //Set Current Block and move CurrentBlock = moveTo; transform.position = CurrentBlock.VisualPosition; } #endregion Private Functions }