using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// Logic block which deals with moving a character in a direction /// [CreateAssetMenu(menuName = "Major Project/Move Block")] [System.Serializable] public class Move : LogicBlock { [SerializeField] protected Direction direction = Direction.Forward; #region Class Functions /// /// Implementation of BlockLogic, moves the player forward /// /// Player to move protected override void BlockLogic(Character player, float animationTime) { player.Move(direction, animationTime); } /// /// Returns the block that the character will endUp on after they use this logic element /// /// block character is on /// layers to ignore /// public override Block GetEndBlock(Block startBlock,Transform tranform, LayerMask layerMask) { Vector3 wantedPosition = startBlock.position + direction.ToVector(tranform); // position wanted Block hit; //output of block detection Block retVal = startBlock; //Block we'll move to //If block at Position is walkable set it to moveTo if (Block.isBlockAtPosition(wantedPosition, 1, layerMask, out hit) && hit.isWalkable(layerMask)) { retVal = hit; } //else if block down one is walkable else if (Block.isBlockAtPosition(wantedPosition + Vector3.down, 1, layerMask, out hit) && hit.isWalkable(layerMask)) { //and it isn't obstructed if (Block.isBlockAtPosition(wantedPosition + Vector3.up, 1, layerMask, out hit)) retVal = hit; } return retVal; } 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 } [System.Serializable] public class DirectionToken : BlockToken { public Direction direction; public DirectionToken(LogicBlock block) : base(block) { } }