using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Hookshot : Projectile
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{
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[SerializeField]
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private Transform hookObject;
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[SerializeField]
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private float ShotSpeed = 1;
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[SerializeField]
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private LineRenderer line;
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public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction)
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{
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Block hitBlock = GetEndBlock(player.CurrentBlock, direction, ~player.Ignore);
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if (hitBlock == player.CurrentBlock)
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{
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//fire something out then back in here
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StartCoroutine(lerpShot(hookObject, hookObject.position, hookObject.position + direction*10, 1.0f));
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yield break;
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}
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yield return StartCoroutine(lerpShot(hookObject, player.transform.position, hitBlock.VisualPosition, ShotSpeed * Vector3.Distance(player.transform.position,hitBlock.VisualPosition)/10));
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if (hitBlock.CurrentPlayer != null)
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{
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Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + direction, 1, ~player.Ignore);
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StartCoroutine(lerpShot(hookObject, hookObject.position, pullBlock.VisualPosition, ShotSpeed * Vector3.Distance(hookObject.position, pullBlock.VisualPosition) / 10));
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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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line.enabled = false;
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yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed * Vector3.Distance(player.transform.position, hitBlock.VisualPosition) / 10));
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}
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}
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private Block GetEndBlock(Block startBlock, Vector3 direction, 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 <= 30; i++)
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{
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//Next position to MoveTo
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position = startBlock.position + (direction * i);
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//if position is off the screen there is nothing to hit
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if (!Block.isPositionVisible(position))
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return startBlock;
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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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{
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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, 1, layerMask);
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}
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}
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return retVal;
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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.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time);
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line.SetPosition(1, target.localPosition);
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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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