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/Replace Block")]
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[System.Serializable]
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public class Replace : LogicBlock
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{
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public GameObject blockPrefab;
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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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Block oldBlock = player.CurrentBlock;
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Transform parent = oldBlock.transform.parent;
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Vector3 position = oldBlock.position;
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Block newBlock = Instantiate(blockPrefab, parent).GetComponent<Block>();
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newBlock.transform.position = position;
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yield return player.StartCoroutine(player.MoveToBlock(newBlock, Character.Animation.None, 0.0f));
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Destroy(oldBlock);
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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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blockPrefab= Resources.Load<GameObject>(((ReplaceToken)token).prefabName);
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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 ReplaceToken(this);
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Debug.Log(base.ToToken(token).GetType().Name);
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ReplaceToken retVal = (ReplaceToken)base.ToToken(token);
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retVal.prefabName = blockPrefab.name;
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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 ReplaceToken : BlockToken
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{
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public string prefabName;
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public ReplaceToken(LogicBlock block) : base(block) { }
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}
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