|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
public class Character : MonoBehaviour
|
|
{
|
|
public string nextScene;
|
|
|
|
#region Inspector Fields
|
|
|
|
[SerializeField]
|
|
private Inventory startingInventory;
|
|
|
|
[SerializeField]
|
|
[Tooltip ("Will move to this block at start, else will try and find a block below")]
|
|
private Block CurrentBlock;
|
|
|
|
[SerializeField]
|
|
[Tooltip ("Layers to ignore when checking for blocks")]
|
|
private LayerMask Ignore;
|
|
|
|
[Tooltip("Current Inventory of the player")]
|
|
public Inventory Inventory;
|
|
|
|
#endregion Inspector Fields
|
|
|
|
#region Unity Functions
|
|
|
|
private void Awake ()
|
|
{
|
|
Inventory.Clone(startingInventory);
|
|
|
|
//If no starting block find one below it
|
|
if (CurrentBlock == null)
|
|
Block.isBlockAtPosition (transform.position + Vector3.down / 2, 1, ~Ignore, out CurrentBlock);
|
|
|
|
//move to starting block
|
|
transform.position = CurrentBlock.VisualPosition;
|
|
}
|
|
|
|
#endregion Unity Functions
|
|
|
|
#region Class Implementation
|
|
|
|
/// <summary>
|
|
/// Moves one block in specefied direction, Can walk off obstacles
|
|
/// </summary>
|
|
/// <param name="direction">direction to walk</param>
|
|
/// <remarks>Technically is same as JumpLong(1) but kept seperate to avoid confusion</remarks>
|
|
public void Move (Direction direction)
|
|
{
|
|
//setting up variables
|
|
Vector3 position = CurrentBlock.position + direction.ToVector (transform); // position wanted
|
|
Block hit; //output of block detection
|
|
Block moveTo = CurrentBlock; //block we'll actually move to
|
|
|
|
//if move is obstucted no where to move
|
|
if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore))
|
|
return;
|
|
|
|
|
|
//If block at Position is walkable set it to moveTo
|
|
if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore))
|
|
moveTo = hit;
|
|
//else if block down one is walkable
|
|
else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore))
|
|
moveTo = hit;
|
|
|
|
//set current block && move
|
|
CurrentBlock = moveTo;
|
|
transform.position = CurrentBlock.VisualPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Upon collision with a floating block, collect its
|
|
/// Upon collision with the end portal, end of level
|
|
/// </summary>
|
|
/// <param name="other">name of collided object</param>
|
|
void OnTriggerEnter (Collider other)
|
|
{
|
|
Collectable collectable = other.GetComponentInChildren<Collectable>();
|
|
|
|
if (other != null) {
|
|
collectable.OnCollect(this);
|
|
}
|
|
if (other.gameObject.name == "End Portal") {
|
|
other.GetComponent<Collider> ().enabled = false;
|
|
Debug.Log ("You finished this level!");
|
|
SceneManager.LoadScene (nextScene);
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rotates to point in specific direction based on current direction
|
|
/// </summary>
|
|
/// <param name="direction">Local direction to point</param>
|
|
public void Rotate (Direction direction)
|
|
{
|
|
transform.forward = direction.ToVector (transform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Jumps in specefied direction, picks between Long Jump and Jumping up
|
|
/// </summary>
|
|
/// <param name="direction">Direction to Jump</param>
|
|
public void Jump (Direction direction)
|
|
{
|
|
//if there is a block infront JumpUp else LongJump
|
|
if (Block.isBlockAtPosition (CurrentBlock.position + direction.ToVector (transform) + Vector3.up, 1, ~Ignore))
|
|
JumpUp (direction);
|
|
else
|
|
JumpLong (direction);
|
|
}
|
|
|
|
#endregion Class Implementation
|
|
|
|
#region Private Functions
|
|
|
|
/// <summary>
|
|
/// Jumps up obstacle of specific height. Jumps as high as possible
|
|
/// </summary>
|
|
/// <param name="direction">Direction of obstacle</param>
|
|
/// <param name="height">max height</param>
|
|
private void JumpUp (Direction direction, int height = 1)
|
|
{
|
|
//setting up variables
|
|
Vector3 position; // position wanted
|
|
Block hit; //output of block detection
|
|
Block moveTo = CurrentBlock; //block we'll actually move to
|
|
|
|
//Check blocks in going up then move to the heighest walkable one
|
|
for (int i = 0; i <= height; i++) {
|
|
//next position up the tower
|
|
position = CurrentBlock.position + direction.ToVector (transform) + (Vector3.up * i);
|
|
|
|
//if block is walkable set it to last known position
|
|
if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore))
|
|
moveTo = hit;
|
|
}
|
|
|
|
//set current block && move
|
|
CurrentBlock = moveTo;
|
|
transform.position = CurrentBlock.VisualPosition;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction
|
|
/// </summary>
|
|
/// <param name="direction">Direction to Jump</param>
|
|
/// <param name="Distance">Max distance</param>
|
|
private void JumpLong (Direction direction, int Distance = 2)
|
|
{
|
|
//setting up variables
|
|
Vector3 position; // position wanted
|
|
Block hit; //output of block detection
|
|
Block moveTo = CurrentBlock; //block we'll actually move to
|
|
|
|
//Check blocks in front until we hit an obstruction or went the distance
|
|
for (int i = 1; i <= Distance; i++) {
|
|
//Next position to MoveTo
|
|
position = CurrentBlock.position + (direction.ToVector (transform) * i);
|
|
|
|
//if jump is obstructed, stop and go to last known block
|
|
if (Block.isBlockAtPosition (position + Vector3.up, 1, ~Ignore))
|
|
break;
|
|
|
|
|
|
//If block at Position is walkable set it to last known position
|
|
if (Block.isBlockAtPosition (position, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore))
|
|
moveTo = hit;
|
|
//else if block down one is walkable
|
|
else if (Block.isBlockAtPosition (position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable (~Ignore))
|
|
moveTo = hit;
|
|
|
|
}//end for
|
|
|
|
//Set Current Block and move
|
|
CurrentBlock = moveTo;
|
|
transform.position = CurrentBlock.VisualPosition;
|
|
}
|
|
|
|
#endregion Private Functions
|
|
|
|
}
|