using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class Character : MonoBehaviour
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{
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public string nextScene;
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Animator characterAnimator;
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#region Inspector Fields
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[SerializeField]
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[Tooltip("Will move to this block at start, else will try and find a block below")]
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private Block _currentBlock;
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[SerializeField]
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[Tooltip("Layers to ignore when checking for blocks")]
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private LayerMask Ignore;
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[Tooltip("Current Inventory of the player")]
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public Inventory Inventory;
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public bool CloneInventoryOnStart = false;
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[SerializeField]
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[Tooltip("Character to display")]
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private string CharacterModel = "Bear";
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[SerializeField]
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private TMPro.TextMeshPro BlockTitlePrefab;
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#endregion Inspector Fields
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#region Read Only
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public Block CurrentBlock { get { return _currentBlock; } }
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#endregion Read Only
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#region Unity Functions
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private void Start()
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{
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if (Inventory != null && CloneInventoryOnStart)
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Inventory = Inventory.Clone(Inventory);
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//If no starting block find one below it
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if (_currentBlock == null)
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Block.isBlockAtPosition(transform.position + Vector3.down / 2, 1, ~Ignore, out _currentBlock);
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//move to starting block
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transform.position = _currentBlock.VisualPosition;
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//get character string from player replace from "Bear"
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GameObject prefab = Resources.Load(CharacterModel) as GameObject;
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GameObject animal = Instantiate(prefab, this.gameObject.transform);
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characterAnimator = GetComponentInChildren<Animator>();
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}
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#endregion Unity Functions
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#region Class Implementation
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public void Initialise(Block startingBlock, Inventory inventory, string Character)
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{
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_currentBlock = startingBlock;
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Inventory = inventory;
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CharacterModel = Character;
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}
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public void DisplayBlock(LogicBlock block)
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{
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if (BlockTitlePrefab == null)
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return;
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TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
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temp.text = block.DisplayName;
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temp.color = block.Color;
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temp.transform.position = transform.position + (Vector3.one * 0.25f);
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temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);
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}
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public Vector3 yValue(float time, float heightMultiplier)
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{
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float y = Mathf.Sin((Mathf.PI * time)) * heightMultiplier;
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return new Vector3(0, y, 0);
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}
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IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
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{
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float elapsedTime = 0;
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Vector3 startPosition = Current.position;
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time *= 0.8f;
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characterAnimator.Play("Jump Inplace");
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yield return new WaitForSeconds(0.15f);
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while (elapsedTime < time)
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{
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transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
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transform.position += yValue((elapsedTime / time), heightMax);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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transform.position = Target.VisualPosition;
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}
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IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax)
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{
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float elapsedTime = 0;
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Vector3 startPosition = Current.position;
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time *= 0.8f;
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characterAnimator.Play("Walk");
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yield return new WaitForSeconds(0.05f);
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while (elapsedTime < time)
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{
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transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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transform.position = Target.VisualPosition;
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}
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IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
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{
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float elapsedTime = 0;
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Vector3 startPosition = Current.position;
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time *= 0.8f;
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characterAnimator.Play("Walk");
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while (elapsedTime < time)
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{
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transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
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transform.position += yValue((elapsedTime / time), heightMax);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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transform.position = Target.VisualPosition;
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}
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IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax)
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{
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float elapsedTime = 0;
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time *= 0.8f;
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Vector3 endDirection = direction.ToVector(Current);
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Vector3 startDirection = Current.forward;
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Vector3 startPosition = transform.position;
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while (elapsedTime < time)
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{
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characterAnimator.Play("Jump");
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transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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transform.forward = endDirection;
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}
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/// <summary>
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/// Moves one block in specefied direction, Can walk off obstacles
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/// </summary>
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/// <param name="direction">direction to walk</param>
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/// <remarks>Technically is same as JumpLong(1) but kept seperate to avoid confusion</remarks>
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public void Move(Direction direction, float speed)
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{
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//setting up variables
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Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted
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Block hit; //output of block detection
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Block moveTo = _currentBlock; //block we'll actually move to
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//if move is obstucted no where to move
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if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
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return;
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//If block at Position is walkable set it to moveTo
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if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
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{
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moveTo = hit;
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_currentBlock = moveTo;
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StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f));
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}
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//else if block down one is walkable
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else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
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{
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moveTo = hit;
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_currentBlock = moveTo;
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StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f));
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}
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//set current block && move
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//CurrentBlock = moveTo;
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//StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f));
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//transform.position = CurrentBlock.VisualPosition;
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}
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/// <summary>
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/// Upon collision with a floating block, collect its
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/// Upon collision with the end portal, end of level
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/// </summary>
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/// <param name="other">name of collided object</param>
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void OnTriggerEnter(Collider other)
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{
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Collectable collectable = other.GetComponentInChildren<Collectable>();
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if (collectable != null)
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{
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collectable.OnCollect(this);
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}
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if (other.gameObject.name == "collect_sphere")
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{
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other.gameObject.SetActive(false);
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//player.collected +=1;
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}
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if (other.gameObject.name == "End Portal")
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{
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other.GetComponent<Collider>().enabled = false;
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SceneManager.LoadScene(nextScene);
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}
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}
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/// <summary>
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/// Rotates to point in specific direction based on current direction
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/// </summary>
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/// <param name="direction">Local direction to point</param>
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public void Rotate(Direction direction, float speed)
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{
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StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f));
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//transform.forward = direction.ToVector(transform);
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}
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/// <summary>
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/// Jumps in specefied direction, picks between Long Jump and Jumping up
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/// </summary>
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/// <param name="direction">Direction to Jump</param>
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public void Jump(Direction direction, float speed)
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{
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//if there is a block infront JumpUp else LongJump
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if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
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JumpUp(direction, speed);
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else
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JumpLong(direction, speed);
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}
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#endregion Class Implementation
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#region Private Functions
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/// <summary>
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/// Jumps up obstacle of specific height. Jumps as high as possible
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/// </summary>
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/// <param name="direction">Direction of obstacle</param>
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/// <param name="height">max height</param>
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private void JumpUp(Direction direction, float speed, int height = 1)
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{
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//setting up variables
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Vector3 position; // position wanted
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Block hit; //output of block detection
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Block moveTo = _currentBlock; //block we'll actually move to
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//Check blocks in going up then move to the heighest walkable one
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for (int i = 0; i <= height; i++)
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{
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//next position up the tower
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position = _currentBlock.position + direction.ToVector(transform) + (Vector3.up * i);
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//if block is walkable set it to last known position
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if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
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moveTo = hit;
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}
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//set current block && move
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_currentBlock = moveTo;
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StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
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//transform.position = CurrentBlock.VisualPosition;
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}
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/// <summary>
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/// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction
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/// </summary>
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/// <param name="direction">Direction to Jump</param>
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/// <param name="Distance">Max distance</param>
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private void JumpLong(Direction direction, float speed, int Distance = 2)
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{
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//setting up variables
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Vector3 position; // position wanted
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Block hit; //output of block detection
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Block moveTo = _currentBlock; //block we'll actually move to
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//Check blocks in front until we hit an obstruction or went the distance
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for (int i = 1; i <= Distance; i++)
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{
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//Next position to MoveTo
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position = _currentBlock.position + (direction.ToVector(transform) * i);
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//if jump is obstructed, stop and go to last known block
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if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
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break;
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//If block at Position is walkable set it to last known position
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if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
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moveTo = hit;
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//else if block down one is walkable
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else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
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moveTo = hit;
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}//end for
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//Set Current Block and move
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_currentBlock = moveTo;
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StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
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//transform.position = CurrentBlock.VisualPosition;
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}
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#endregion Private Functions
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}
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