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