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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Pick Ups/Shoot Block")]
[System.Serializable]
public class Shoot : LogicBlock
{
[SerializeField]
[Header("Direction to shoot in")]
private Direction Direction;
[SerializeField]
[Header("Projectile to Shoot")]
private Projectile Projectile;
private string prefabName;
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
return startBlock;
}
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
Projectile newProjectile = Instantiate(Projectile, player.transform.position, player.transform.rotation);
Vector3 direction = Direction.ToVector(player.transform);
yield return newProjectile.StartCoroutine(newProjectile.ProjectileLogic(player, animationTime, direction));
Destroy(newProjectile.gameObject);
}
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
prefabName = ((ShotToken)token).prefabName;
Projectile = Resources.Load<GameObject>(((ShotToken)token).prefabName)?.GetComponent<Projectile>();
Direction = ((ShotToken)token).direction;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new ShotToken(this);
Debug.Log(base.ToToken(token).GetType().Name);
ShotToken retVal = (ShotToken)base.ToToken(token);
retVal.direction = Direction;
if (Projectile != null)
retVal.prefabName = Projectile.gameObject.name;
else
retVal.prefabName = prefabName;
return retVal;
}
}
[System.Serializable]
public class ShotToken : BlockToken
{
public Direction direction;
public string prefabName;
public ShotToken(LogicBlock block) : base(block) { }
}