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 void BlockLogic(Character player, float animationTime) { player.Jump(direction, 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 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 <= 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; //If block at Position is walkable set it to last known position if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask)) retVal = hit; //else if block down one is walkable else if (Block.isBlockAtPosition(position + Vector3.down, 1, layerMask, out hit) && hit.isWalkable(layerMask)) retVal = hit; } 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 }