using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Major Project/Pick Ups/Replace Block")] [System.Serializable] public class Replace : LogicBlock { public GameObject blockPrefab; public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) { return startBlock; } protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { Block oldBlock = player.CurrentBlock; Transform parent = oldBlock.transform.parent; Vector3 position = oldBlock.position; Block newBlock = Instantiate(blockPrefab, parent).GetComponent(); newBlock.transform.position = position; yield return player.StartCoroutine(player.MoveToBlock(newBlock, Character.Animation.None, 0.0f)); Destroy(oldBlock); } public override void CopyToken(BlockToken token) { base.CopyToken(token); blockPrefab= Resources.Load(((ReplaceToken)token).prefabName); } public override BlockToken ToToken(BlockToken token = null) { if (token == null) token = new ReplaceToken(this); Debug.Log(base.ToToken(token).GetType().Name); ReplaceToken retVal = (ReplaceToken)base.ToToken(token); retVal.prefabName = blockPrefab.name; return retVal; } } [System.Serializable] public class ReplaceToken : BlockToken { public string prefabName; public ReplaceToken(LogicBlock block) : base(block) { } }