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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Logic block which deals with jumping a character in a direction
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/// </summary>
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[CreateAssetMenu(menuName = "Major Project/Jump Block")]
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[System.Serializable]
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public class Jump : LogicBlock
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{
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[SerializeField]
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[Tooltip("Direction to Jump")]
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protected Direction direction = Direction.Forward;
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[SerializeField]
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[Tooltip("Max distance Jump can go")]
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protected int Distance = 2;
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[SerializeField]
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[Tooltip("Max height Jump can go")]
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protected int Height = 1;
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#region Class Functions
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/// <summary>
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/// Implementation of BlockLogic, moves the player forward
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/// </summary>
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/// <param name="player">Player to move</param>
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protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
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{
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player.justMoved = true;
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List<Block> jumpBlocks = new List<Block>(); //Blocks to jump forward between
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List<Block> bounceBlocks = new List<Block>(); //Blocks to bounce backward across
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//Debug.Log("<b>" + player.name + " jumping from " + player.transform.position + "<\b>");
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Block endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
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//Debug.Log("Initial end block: " + endBlock.transform.position);
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jumpBlocks.Add(endBlock);
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while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
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{
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//Debug.Log("End block occupied! Time to bounce");
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Block oldEndBlock = endBlock;
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//Debug.Log("oldEndBlock = " + oldEndBlock.transform.position);
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endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore);
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//Debug.Log("new endBlock = " + endBlock.transform.position);
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if (endBlock == oldEndBlock) //Make sure we're not bouncing on the spot
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{
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//Debug.Log("We are bouncing in place, stop here");
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break;
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}
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//Debug.Log("Added block to list");
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jumpBlocks.Add(endBlock);
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}
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//If we've ended on a block containing another player, we'll need to bounce backwards until we find an open square
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while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
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{
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//Debug.Log("Block at " + endBlock.transform.position + " still occupied, we must bounce back");
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Vector3 position = endBlock.position + (Direction.Back.ToVector(player.transform));
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endBlock = Block.GetOrCreateBlockAtPosition(position, 1, ~player.Ignore);
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//Debug.Log("New endBlock = " + endBlock.transform.position);
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bounceBlocks.Add(endBlock);
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}
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//Jump forward, bouncing across every player
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//If there are multi-jumps to be done, they'll happen here
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for (int i = 0; i < jumpBlocks.Count - 1; i++)
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{
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//Debug.Log("Jumping to: " + jumpBlocks[i].transform.position);
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yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
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}
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//If we're at the last queued jump and there are no bouncebacks in the queue, then we've reached an open square, and can officially move here
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if (bounceBlocks.Count == 0)
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{
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//Debug.Log("Final jump to: " + endBlock.transform.position);
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yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));
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}
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else //Otherwise, we have to bounce back first
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{
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yield return player.StartCoroutine(player.AnimateToPosition(jumpBlocks[jumpBlocks.Count - 1].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
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for (int i = 0; i < bounceBlocks.Count - 1; i++)
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{
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//Debug.Log("Bouncing to: " + bounceBlocks[i].transform.position);
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yield return player.StartCoroutine(player.AnimateToPosition(bounceBlocks[i].VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
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}
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//Debug.Log("Final bounce to: " + endBlock.transform.position);
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yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));
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}
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/*while (endBlock.CurrentPlayer != null && endBlock.CurrentPlayer != player)
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{
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yield return player.StartCoroutine(player.AnimateToPosition(endBlock.VisualPosition + Vector3.up * 0.5f, Character.Animation.Jump, 0.8f));
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endBlock.CurrentPlayer.StartAnimation(Character.Animation.Hit);
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endBlock = GetEndBlock(endBlock, player.transform, ~player.Ignore);
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}
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yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Jump, animationTime));*/
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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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//if there is a block infront JumpUp else LongJump
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if (Block.isBlockAtPosition(startBlock.position + direction.ToVector(transform) + Vector3.up, 1, layerMask))
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return JumpUp(startBlock, transform, layerMask);
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else
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return JumpLong(startBlock, transform, layerMask);
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}
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#endregion Class Functions
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#region Helper Functions
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private Block JumpLong(Block StartBlock, Transform transform, LayerMask layerMask)
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{
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//setting up variables
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Vector3 position; // position wanted
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Block retVal = StartBlock; //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 = StartBlock.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, layerMask))
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break;
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retVal = Block.GetOrCreateBlockAtPosition(position, 1, layerMask);
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}
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return retVal;
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}
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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 Block JumpUp(Block StartBlock, Transform transform, LayerMask layerMask)
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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 retVal = StartBlock; //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 = StartBlock.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, layerMask, out hit) && hit.isWalkable(layerMask))
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retVal = hit;
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}
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return retVal;
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}
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#endregion Helper Functions
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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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direction = ((DirectionToken)token).direction;
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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 DirectionToken(this);
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DirectionToken retVal = (DirectionToken)base.ToToken(token);
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retVal.direction = direction;
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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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