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129 lines
3.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Combined Block")]
[System.Serializable]
public class CombinedBlock : LogicBlock
{
#region Inspector Variables
//[SerializeField]
//[Tooltip("Is this block editable")]
//public bool isEditable = false;
[SerializeField]
[Tooltip("Blocks this will run through")]
public BlockReader blockReader = new BlockReader();
#endregion Inspector Variables
#region ReadOnly Variables
public override bool WaitUntilFinished { get { if (blockReader != null && blockReader.CurrentBlock != null) return (blockReader.CurrentBlock.WaitUntilFinished || base.WaitUntilFinished); else return base.WaitUntilFinished; } }
#endregion
#region Private Variables
#endregion Private Variables
public override IEnumerator Run(Character player, float animationTime, bool useBlockDirection = false)
{
BlockLogic(player,animationTime);
if (WaitUntilFinished)
{
for (int i = 0; i < blockReader.Length; i++)
{
yield return player.StartCoroutine(blockReader.Read(player, animationTime / SpeedMultiplier));
}
}
else
{
yield return player.StartCoroutine(blockReader.Read(player, animationTime / SpeedMultiplier));
}
if (blockReader.Finished)
{
blockReader.Reset();
RepeatCount++;
}
}
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
yield break;
}
/// <summary>
/// Returns the block that the character will endUp on after they use this logic element
/// </summary>
/// <param name="startBlock">block character is on</param>
/// <param name="layerMask">layers to ignore</param>
/// <returns>block which character will finish on after performing this function </returns>
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
return blockReader.CurrentBlock.GetEndBlock(startBlock, transform, layerMask);
}
/// <summary>
/// Resets the block to be ready to used again
/// </summary>
public override void Reset()
{
base.Reset();
blockReader.Reset();
}
public override LogicBlock Clone()
{
CombinedBlock retVal = base.Clone() as CombinedBlock;
retVal.blockReader = new BlockReader();
foreach (LogicBlock block in blockReader.LogicChain)
retVal.blockReader.Add(block.Clone());
return retVal;
}
#region Serialisation Functions
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
blockReader = new BlockReader();
foreach (BlockToken subToken in ((CombinedToken)token).subBlocks)
blockReader.Add(subToken.ToLogicBlock());
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new CombinedToken(this);
CombinedToken retVal = (CombinedToken)base.ToToken(token);
retVal.subBlocks = new BlockToken[blockReader.LogicChain.Count];
for (int i = 0; i < retVal.subBlocks.Length; i++)
retVal.subBlocks[i] = blockReader.LogicChain[i].ToToken();
return retVal;
}
#endregion Serialisation Functions
}
[System.Serializable]
public class CombinedToken : BlockToken
{
public BlockToken[] subBlocks;
public CombinedToken(LogicBlock block) : base(block)
{
}
}