using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(menuName = "Major Project/Pick Ups/Lasso Block")]
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[System.Serializable]
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public class Lasso : LogicBlock
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{
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[SerializeField]
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[Header("Max distance checked before returning")]
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private int MaxDistance = 30;
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[SerializeField]
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[Header("Direction to shoot in")]
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private Direction Direction;
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[SerializeField]
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private GameObject ShotPrefab;
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[SerializeField]
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private float ShotSpeed = 1;
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public override Block GetEndBlock(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 front until we hit an obstruction or went the distance
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for (int i = 1; i <= MaxDistance; 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 hit player return block they are standing on
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if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) {
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if (hit.CurrentPlayer != null)
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return hit;
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}
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//if block block paths return block infront of it
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if (Block.isBlockAtPosition(position + Vector3.up,1,layerMask))
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{
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return Block.GetOrCreateBlockAtPosition(position - Direction.ToVector(transform), 1, layerMask);
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}
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}
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return retVal;
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}
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protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
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{
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Block hitBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
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Debug.Log("hookshot: " + hitBlock.position, hitBlock.gameObject);
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if (hitBlock == player.CurrentBlock)
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yield break;
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Debug.Log("Instantiating shot");
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GameObject shot = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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shot.transform.localScale = Vector3.one * 0.33f;
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yield return player.StartCoroutine(lerpShot(shot.transform, player.transform.position, hitBlock.VisualPosition,ShotSpeed));
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Destroy(shot);
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if (hitBlock.CurrentPlayer != null)
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{
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Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + Direction.ToVector(player.transform), 1, ~player.Ignore);
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yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed));
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}
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else
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{
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yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed));
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}
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}
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private IEnumerator lerpShot(Transform target, Vector3 startPosition,Vector3 endPosition, float time)
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{
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float elapsedTime = 0;
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while (elapsedTime < time)
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{
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target.transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time);
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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target.position = endPosition;
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}
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}
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