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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Character : MonoBehaviour
{
public string nextScene;
Animator characterAnimator;
public bool isTuteLevel = false;
#region Inspector Fields
[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;
public bool CloneInventoryOnStart = false;
[SerializeField]
[Tooltip("Character to display")]
private string CharacterModel = "Bear";
[SerializeField]
private TMPro.TextMeshPro BlockTitlePrefab;
#endregion Inspector Fields
#region Read Only
public Block CurrentBlock { get { return _currentBlock; } }
#endregion Read Only
#region Unity Functions
private void Start()
{
if (Inventory != null && CloneInventoryOnStart)
Inventory = Inventory.Clone(Inventory);
//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;
//get character string from player replace from "Bear"
GameObject prefab = Resources.Load(CharacterModel) as GameObject;
GameObject animal = Instantiate(prefab, this.gameObject.transform);
characterAnimator = GetComponentInChildren<Animator>();
}
#endregion Unity Functions
#region Class Implementation
public void Initialise(Block startingBlock, Inventory inventory, string Character)
{
_currentBlock = startingBlock;
Inventory = inventory;
CharacterModel = Character;
}
public void DisplayBlock(LogicBlock block)
{
if(isTuteLevel == false){
if (BlockTitlePrefab == null)
return;
TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
temp.text = block.DisplayName;
temp.color = block.Color;
temp.transform.position = transform.position + (Vector3.one * 0.25f);
temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);
}
}
public Vector3 yValue(float time, float heightMultiplier)
{
float y = Mathf.Sin((Mathf.PI * time)) * heightMultiplier;
return new Vector3(0, y, 0);
}
IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Jump Inplace");
yield return new WaitForSeconds(0.15f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Walk");
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Walk");
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
time *= 0.8f;
Vector3 endDirection = direction.ToVector(Current);
Vector3 startDirection = Current.forward;
Vector3 startPosition = transform.position;
while (elapsedTime < time)
{
characterAnimator.Play("Jump");
transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.forward = endDirection;
}
/// <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, float speed)
{
//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;
_currentBlock = moveTo;
StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f));
}
//else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
{
moveTo = hit;
_currentBlock = moveTo;
StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f));
}
//set current block && move
//CurrentBlock = moveTo;
//StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f));
//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 (collectable != null)
{
collectable.OnCollect(this);
}
if (other.gameObject.name == "collect_sphere")
{
other.gameObject.SetActive(false);
//player.collected +=1;
}
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
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, float speed)
{
StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f));
//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, float speed)
{
//if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
JumpUp(direction, speed);
else
JumpLong(direction, speed);
}
#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, float speed, 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;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//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, float speed, 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;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
#endregion Private Functions
}