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3.3 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hookshot : Projectile
{
[SerializeField]
private Transform hookObject;
[SerializeField]
private float ShotSpeed = 1;
[SerializeField]
private LineRenderer line;
public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction)
{
Block hitBlock = GetEndBlock(player.CurrentBlock, direction, ~player.Ignore);
if (hitBlock == player.CurrentBlock)
{
//fire something out then back in here
StartCoroutine(lerpShot(hookObject, hookObject.position, hookObject.position + direction*10, 1.0f));
yield break;
}
yield return StartCoroutine(lerpShot(hookObject, player.transform.position, hitBlock.VisualPosition, ShotSpeed * Vector3.Distance(player.transform.position,hitBlock.VisualPosition)/10));
if (hitBlock.CurrentPlayer != null)
{
Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + direction, 1, ~player.Ignore);
StartCoroutine(lerpShot(hookObject, hookObject.position, pullBlock.VisualPosition, ShotSpeed * Vector3.Distance(hookObject.position, pullBlock.VisualPosition) / 10));
yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed));
}
else
{
line.enabled = false;
yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed * Vector3.Distance(player.transform.position, hitBlock.VisualPosition) / 10));
}
}
private Block GetEndBlock(Block startBlock, Vector3 direction, LayerMask layerMask)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
Block retVal = startBlock; //block we'll actually move to
//Check blocks in front until we hit an obstruction or went the distance
for (int i = 1; i <= 30; i++)
{
//Next position to MoveTo
position = startBlock.position + (direction * i);
//if position is off the screen there is nothing to hit
if (!Block.isPositionVisible(position))
return startBlock;
//if hit player return block they are standing on
if (Block.isBlockAtPosition(position, 1, layerMask, out hit))
{
if (hit.CurrentPlayer != null)
return hit;
}
//if block block paths return block infront of it
if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask))
{
return Block.GetOrCreateBlockAtPosition(position - direction, 1, layerMask);
}
}
return retVal;
}
private IEnumerator lerpShot(Transform target, Vector3 startPosition, Vector3 endPosition, float time)
{
float elapsedTime = 0;
while (elapsedTime < time)
{
target.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time);
line.SetPosition(1, target.localPosition);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
target.position = endPosition;
}
}