using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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/// <summary>
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/// Class which defines blocks around the level
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/// </summary>
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[RequireComponent(typeof(BoxCollider))]
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public class Block : MonoBehaviour
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{
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#region Inspector Fields
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[SerializeField]
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[Tooltip("Offset from the top of the block from which a character should stand")]
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private Vector3 VisualOffset = Vector3.zero;
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[SerializeField]
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[Tooltip("Can this type of block be walked on")]
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public bool is_Walkable = true;
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[Tooltip("Is this block underwater?")]
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public bool isWater = false;
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[Tooltip("Is this block at the bottom of a pit?")]
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public bool isPit = false;
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public bool isCrystals = false;
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public bool isRock = false;
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public bool isCollectableSpawnable = false;
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[Header("Spawn Settings")]
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[Tooltip("Can this block be spawned on")]
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public bool isSpawnable = false;
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[Tooltip("Direction Player is poting at when spawned")]
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public Direction SpawnDirection = Direction.Forward;
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#endregion InspectorFields
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#region Private Functions
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/// <summary>
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/// List of current players on this block
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/// </summary>
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public Character CurrentPlayer { get; protected set; }
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private Renderer renderer;
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#endregion Private Functions
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#region ReadOnly Properties
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/// <summary>
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/// Blocks position in global space
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/// </summary>
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public Vector3 position { get { return transform.position; } }
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/// <summary>
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/// Position character should stand in global space
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/// </summary>
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public Vector3 VisualPosition { get { return position + VisualOffset + Vector3.up * 0.5f; } }
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#endregion ReadOnly Properties
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#region Public Functions
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/// <summary>
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/// Is a block valid to walk on
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/// </summary>
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/// <param name="layerMask">Layers to check for when checking for blocks above</param>
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/// <returns></returns>
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public bool isWalkable(LayerMask layerMask)
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{
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//checks if there is no block above this one and that this is tagged as walkable
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return (is_Walkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
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}
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/// <summary>
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/// Is called when a player moves onto this block
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///
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/// Should be implemented by a derived class
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/// </summary>
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/// <param name="player">Player which moved on to block</param>
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///<param name="moveDirection">The direction the player moved to get to this block</param>
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public virtual IEnumerator OnWalkedOnByPlayer(Character player, Vector3 moveDirection)
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{
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yield return StartCoroutine(DoPush(player, moveDirection));
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}
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/// <summary>
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/// Is called when a player moves off of block
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///
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/// Should be implemented by a derived class
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/// </summary>
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/// <param name="player">Player which moved on to block</param>
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public virtual void OnLeftByPlayer(Character player)
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{
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CurrentPlayer = null;
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}
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/// <summary>
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/// Called to deal with players colliding on this block
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/// </summary>
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/// <param name="newPlayer">Player which is moving into this block</param>
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/// <param name="moveDirection">The direction the player moved to get to this block</param>
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public virtual IEnumerator DoPush(Character newPlayer, Vector3 moveDirection)
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{
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if (CurrentPlayer == null)
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{
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CurrentPlayer = newPlayer;
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yield break;
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}
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Block pushBlock = GetPushLocation(moveDirection, ~CurrentPlayer.Ignore);
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if (pushBlock != this)
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{
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Character oldPlayer = CurrentPlayer;
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CurrentPlayer = newPlayer;
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yield return StartCoroutine(oldPlayer.MoveToBlock(pushBlock, Character.Animation.Hit, 1));
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}
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else
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{
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Block returnBlock = GetPushLocation(-moveDirection, ~newPlayer.Ignore);
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if (returnBlock != this)
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yield return StartCoroutine(newPlayer.MoveToBlock(returnBlock, Character.Animation.Hit, 1));
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}
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}
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public bool isVisible()
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{
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return isPositionVisible(position);
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}
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#endregion Public Functions
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#region Protected Functions
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protected Block GetPushLocation(Vector3 pushDirection, LayerMask ignoreMask)
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{
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//setting up variables
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Vector3 newPosition = position + pushDirection; // position wanted
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Block hit; //output of block detection
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//if move is obstucted no where to move
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if (Block.isBlockAtPosition(newPosition + Vector3.up, 1, ignoreMask))
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return this;
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//If block at Position is walkable set it to moveTo
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if (Block.isBlockAtPosition(newPosition, 1, ignoreMask, out hit) && hit.isWalkable(ignoreMask))
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{
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return hit;
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}
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//else if block down one is walkable
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else if (Block.isBlockAtPosition(newPosition + Vector3.down, 1, ignoreMask, out hit) && hit.isWalkable(ignoreMask))
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{
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return hit;
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}
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return this;
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}
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#endregion Protected Functions
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#region Editor Functions
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private void OnDrawGizmos()
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{
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Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f;
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if (isCollectableSpawnable)
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{
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Vector3 offset = Vector3.zero;
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#if UNITY_EDITOR
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offset = Vector3.up * Mathf.Sin((float)UnityEditor.EditorApplication.timeSinceStartup * 0.5f) * 0.1f;
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#endif
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DebugExtensions.DrawCube(DrawPosition + offset, 0.15f, Color.yellow, 0,true);
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#if UNITY_EDITOR
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var view = UnityEditor.EditorWindow.GetWindow<UnityEditor.SceneView>();
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view.Repaint();
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#endif
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}
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if (!isSpawnable)
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return;
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Vector3 Perp = Quaternion.Euler(0, 90, 0) * SpawnDirection.ToVector();
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DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0, true);
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//Eyes
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Vector3 eyePosition = DrawPosition + SpawnDirection.ToVector() * 0.4f;
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DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0, true);
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DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0, true);
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//ears
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Vector3 earPosition = DrawPosition + SpawnDirection.ToVector() * 0.2f + Vector3.up * 0.4f;
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Vector3 earScale = Quaternion.LookRotation(SpawnDirection.ToVector()) * new Vector3(0.1f, 0.1f, 0.05f);
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DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0, true);
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DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0, true);
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}
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#endregion Editor Functions
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#region Static Functions
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/// <summary>
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/// Checks if there is a block at supplied position
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/// </summary>
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/// <param name="position">position to check at</param>
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/// <param name="Scale">Scale of block. (should be 1)</param>
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/// <param name="layerMask">Layers to check on</param>
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/// <param name="hit">Block hit</param>
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/// <returns>if a block is at position</returns>
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public static bool isBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask, out Block hit)
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{
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//Turn scale into halfextent and shrink a bit so it doesn't hit bordering blocks
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Vector3 halfExtent = Vector3.one * ((Scale - 0.1f) / 2);
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//Get every collider which is at position
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Collider[] cols = Physics.OverlapBox(position, halfExtent, Quaternion.identity, layerMask);
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//Filter colliders for only GameObjects with an Block component
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Block[] blocks = cols.Where(p => p.GetComponent<Block>() != null).Select(p => p.GetComponent<Block>()).ToArray();
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//Draw cube, for visuals
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DebugExtensions.DrawCube(position, halfExtent, Color.cyan, 1, false);
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//if didn't hit anyblocks return false
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if (blocks.Length == 0)
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{
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hit = null;
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return false;
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}
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else
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{
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//else get the closest block to disered position, (in case we hit mulitple blocks)
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hit = Utility.minBy(blocks, p => Vector3.Distance(p.transform.position, position));
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return true;
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}
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}
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/// <summary>
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/// Checks if there is a block at supplied position
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/// </summary>
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/// <param name="position">position to check at</param>
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/// <param name="Scale">Scale of block. (should be 1)</param>
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/// <param name="layerMask">Layers to check on</param>
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/// <returns>if a block is at position</returns>
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public static bool isBlockAtPosition(Vector3 position, float scale, LayerMask layerMask)
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{
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//Return Overloaded function above
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Block hit;
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return (isBlockAtPosition(position, scale, layerMask, out hit));
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}
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/// <summary>
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/// Gets the block at a position or creates an airblock if there isn't one there
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/// </summary>
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/// <param name="position">position to get block at</param>
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/// <param name="Scale">Scale of block. (should be 1)</param>
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/// <param name="layerMask">Layers to check on</param>
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/// <returns>block at position</returns>
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public static Block GetOrCreateBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask)
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{
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Block retVal;
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if (isBlockAtPosition(position, Scale, layerMask, out retVal))
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return retVal;
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GameObject newBlock = Resources.Load<GameObject>("Cube_Air");
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newBlock.transform.position = position;
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return newBlock.GetComponent<Air>();
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}
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public static bool isPositionVisible(Vector3 position)
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{
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Camera camera = Camera.main;
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Vector2 screenPos = camera.WorldToViewportPoint(position);
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if (screenPos.x > 1 || screenPos.x < 0)
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{
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return false;
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}
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if (screenPos.y > 1 || screenPos.y < 0)
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{
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return false;
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}
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return true;
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}
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#endregion
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}
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