using System.Collections;
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using System.Collections.Generic;
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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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public 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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#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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#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 bool Run(Character player, float animationTime)
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{
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RepeatCount++;
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BlockLogic(player, animationTime);
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return isFinished();
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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 void BlockLogic(Character player, float animationTime);
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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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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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}
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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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return token;
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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 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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Debug.Log("type: " + retVal.GetType());
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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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