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