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