using System.Collections;
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using UnityEngine;
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/// <summary>
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/// Base class all logic blocks are derived from
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/// </summary>
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[System.Serializable]
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public abstract class LogicBlock : ScriptableObject
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{
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#region Inspector Fields
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[SerializeField]
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[Header("UI Settings")]
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[Tooltip("Color which will identify this element")]
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public Color Color;
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[SerializeField]
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[Tooltip("Name which will appear in the UI")]
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protected string _DisplayName;
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[SerializeField]
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[Header("Base Settings")]
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[Tooltip("Wait until this block is resolved before moving to next")]
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protected bool _WaitUntilFinished = false;
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[SerializeField]
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[Tooltip("Amount of times to run this Block before moving to next")]
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protected int RepeatAmount = 1;
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[SerializeField]
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[Tooltip("Speed this block will be played back at. (Default = 1)")]
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protected float SpeedMultiplier = 1;
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#endregion Inspector Fields
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#region ReadOnly Variables
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public string DisplayName { get { return (string.IsNullOrEmpty(_DisplayName)) ? name : _DisplayName; } }
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[HideInInspector]
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public bool hasBeenRemoved = false;
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public virtual bool WaitUntilFinished { get { return _WaitUntilFinished; } }
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#endregion
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#region private variables
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/// <summary>
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/// Amount of times this block has run
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/// </summary>
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protected int RepeatCount = 0;
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#endregion private variables
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#region Class Functions
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/// <summary>
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/// Runs the block
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/// </summary>
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/// <param name="player">Player which will be affected by the block</param>
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/// <returns>returns true if block is finished</returns>
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public virtual IEnumerator Run(Character player, float animationSpeed,bool useBlockDirection = false)
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{
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float TotalAnimationTime = animationSpeed / SpeedMultiplier;
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if(GlobalVariables.playerMoves == true){
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player.DisplayBlock(this);
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}
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if (WaitUntilFinished)
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{
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for (int i = 0; i < RepeatAmount; i++)
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{
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if (player.stuck)
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yield break;
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RepeatCount++;
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yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime, useBlockDirection));
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}
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}
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else
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{
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RepeatCount++;
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yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime, useBlockDirection));
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}
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}
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/// <summary>
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/// Returns the amount of space this logic block takes up
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/// </summary>
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/// <returns>Int which controlls how much space this takes up</returns>
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public virtual int Size()
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{
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return 1;
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}
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/// <summary>
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/// Where derived callses should implement the logic for their classes
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/// </summary>
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/// <param name="player">Player which will be affected by the block</param>
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/// <returns>returns true if block is finished</returns>
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protected abstract IEnumerator BlockLogic(Character player, float animationTime,bool useBlockDirection = false);
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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="transform">transform function will be based off</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 abstract Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask);
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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 virtual void Reset()
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{
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RepeatCount = 0;
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}
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/// <summary>
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/// False if this block needs to be run again
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/// </summary>
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/// <returns>bool false if block needs to be run again</returns>
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public virtual bool isFinished()
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{
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return (RepeatCount == RepeatAmount);
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}
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#region Serialisation Functions
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/// <summary>
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/// Copies data from BlockToken to this Block
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/// </summary>
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/// <param name="token">Token to Copy</param>
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public virtual void CopyToken(BlockToken token)
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{
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Color = token.Color;
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_DisplayName = token._DisplayName;
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_WaitUntilFinished = token.WaitUntilFinished;
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RepeatAmount = token.RepeatAmount;
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name = token.ObjectName;
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SpeedMultiplier = token.SpeedMultiplier;
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}
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/// <summary>
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/// Copies Block data to supplied token, if token is null creates new token
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/// </summary>
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/// <param name="token">token to copy data to</param>
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/// <returns></returns>
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public virtual BlockToken ToToken(BlockToken token = null)
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{
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if (token == null)
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token = new BlockToken(this);
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token.Color = Color;
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token._DisplayName = _DisplayName;
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token.WaitUntilFinished = WaitUntilFinished;
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token.RepeatAmount = RepeatAmount;
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token.ObjectName = name;
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token.SpeedMultiplier = SpeedMultiplier;
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return token;
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}
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#endregion Serialisation Functions
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public bool isSameType(object other)
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{
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if (Object.ReferenceEquals(null, other))
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return false;
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if (Object.ReferenceEquals(other.GetType(), other))
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return false;
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LogicBlock otherLogic = other as LogicBlock;
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return !Object.ReferenceEquals(null, otherLogic)
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&& string.Equals(name, otherLogic.name);
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}
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public virtual LogicBlock Clone()
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{
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LogicBlock retVal = Instantiate(this);
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retVal.name = this.name;
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return retVal;
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}
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public virtual LogicBlock[] GetAllBlocks()
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{
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return new LogicBlock[] { this };
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}
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#endregion Class Functions
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}
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[System.Serializable]
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public class BlockToken
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{
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public System.Type blockType;
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public Color Color;
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public string _DisplayName;
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public string ObjectName;
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public bool WaitUntilFinished;
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public int RepeatAmount;
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public float SpeedMultiplier;
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public BlockToken(LogicBlock block)
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{
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blockType = block.GetType();
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}
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public LogicBlock ToLogicBlock()
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{
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LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType);
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retVal.CopyToken(this);
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return retVal;
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}
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}
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