using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// Logic block which deals with moving a character in a direction
///
[CreateAssetMenu(menuName = "Major Project/Rotate Block")]
[System.Serializable]
public class Rotate : LogicBlock
{
#region Inspector Fields
[SerializeField]
[Header("Rotate Settings")]
[Tooltip("Direction to rotate in")]
protected Direction direction;
#endregion Inspector Fields
#region Class Functions
///
/// Rotates the player in the direction specified by this block
///
/// Player to rotate
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
//player.Rotate(direction, animationTime);
yield return player.StartCoroutine(player.RotateToDirection(direction, Character.Animation.Jump, animationTime, true));
}
///
/// 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)
{
//no movement when rotating
return startBlock;
}
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
}