using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// Logic block which deals with jumping a character in a direction /// [CreateAssetMenu(menuName = "Major Project/Jump Block")] [System.Serializable] public class Jump : LogicBlock { [SerializeField] [Tooltip("Direction to Jump")] protected Direction direction = Direction.Forward; [SerializeField] [Tooltip("Max distance Jump can go")] protected int Distance = 2; [SerializeField] [Tooltip("Max height Jump can go")] protected int Height = 1; #region Class Functions /// /// Implementation of BlockLogic, moves the player forward /// /// Player to move protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { player.justMoved = true; List jumpBlocks = new List(); //Blocks to jump forward between List bounceBlocks = new List(); //Blocks to bounce backward across //Debug.Log("" + player.name + " jumping from " + player.transform.position + "<\b>"); Block endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore); //Debug.Log("Initial end block: " + endBlock.transform.position); jumpBlocks.Add(endBlock); while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player) { //Debug.Log("End block occupied! Time to bounce"); Block oldEndBlock = endBlock; //Debug.Log("oldEndBlock = " + oldEndBlock.transform.position); endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore); //Debug.Log("new endBlock = " + endBlock.transform.position); if (endBlock == oldEndBlock) //Make sure we're not bouncing on the spot { //Debug.Log("We are bouncing in place, stop here"); break; } //Debug.Log("Added block to list"); jumpBlocks.Add(endBlock); } //If we've ended on a block containing another player, we'll need to bounce backwards until we find an open square while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player) { //Debug.Log("Block at " + endBlock.transform.position + " still occupied, we must bounce back"); Vector3 position = endBlock.position + (Direction.Back.ToVector(player.transform)); endBlock = Block.GetOrCreateBlockAtPosition(position, 1, ~player.Ignore); //Debug.Log("New endBlock = " + endBlock.transform.position); bounceBlocks.Add(endBlock); } //Jump forward, bouncing across every player //If there are multi-jumps to be done, they'll happen here for (int i = 0; i < jumpBlocks.Count - 1; i++) { //Debug.Log("Jumping to: " + jumpBlocks[i].transform.position); yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f)); } //If we're at the last queued jump and there are no bouncebacks in the queue, then we've reached an open square, and can officially move here if (bounceBlocks.Count == 0) { //Debug.Log("Final jump to: " + endBlock.transform.position); yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime)); } else //Otherwise, we have to bounce back first { yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[jumpBlocks.Count - 1].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f)); for (int i = 0; i < bounceBlocks.Count - 1; i++) { //Debug.Log("Bouncing to: " + bounceBlocks[i].transform.position); yield return player.StartCoroutine(player.AnimateToPosition(bounceBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f)); } //Debug.Log("Final bounce to: " + endBlock.transform.position); yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime)); } /*while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player) { yield return player.StartCoroutine(player.AnimateToPosition(endBlock.VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f)); endBlock.CurrentPlayer.StartAnimation(Character.Animation.Hit); endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore); } yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));*/ } /// /// Returns the block that the character will endUp on after they use this logic element /// /// block character is on /// layers to ignore /// block which character will finish on after performing this function public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) { //if there is a block infront JumpUp else LongJump if (Block.isBlockAtPosition(startBlock.position + direction.ToVector(transform) + Vector3.up, 1, layerMask)) return JumpUp(startBlock, transform, layerMask); else return JumpLong(startBlock, transform, layerMask); } #endregion Class Functions #region Helper Functions private Block JumpLong(Block StartBlock, Transform transform, LayerMask layerMask) { //setting up variables Vector3 position; // position wanted 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 <= Distance; i++) { //Next position to MoveTo position = StartBlock.position + (direction.ToVector(transform) * i); //if jump is obstructed, stop and go to last known block if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask)) break; retVal = Block.GetOrCreateBlockAtPosition(position, 1, layerMask); } return retVal; } /// /// Jumps up obstacle of specific height. Jumps as high as possible /// /// Direction of obstacle /// max height private Block JumpUp(Block StartBlock, Transform transform, 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 going up then move to the heighest walkable one for (int i = 0; i <= Height; i++) { //next position up the tower position = StartBlock.position + direction.ToVector(transform) + (Vector3.up * i); //if block is walkable set it to last known position if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask)) retVal = hit; } return retVal; } #endregion Helper Functions #region Serialisation functions 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 Serialisation functions }