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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/// Logic block which deals with moving a character in a direction
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/// </summary>
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[CreateAssetMenu(menuName = "Major Project/Rotate Block")]
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[System.Serializable]
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public class Rotate : LogicBlock
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{
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#region Inspector Fields
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[SerializeField]
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[Header("Rotate Settings")]
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[Tooltip("Direction to rotate in")]
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protected Direction direction;
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#endregion Inspector Fields
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#region Class Functions
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/// <summary>
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/// Rotates the player in the direction specified by this block
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/// </summary>
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/// <param name="player">Player to rotate</param>
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protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
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{
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//player.Rotate(direction, animationTime);
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yield return player.StartCoroutine(player.RotateToDirection(direction, Character.Animation.Jump, animationTime, true));
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}
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/// <summary>
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/// Returns the block that the character will endUp on after they use this logic element
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/// </summary>
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/// <param name="startBlock">block character is on</param>
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/// <param name="layerMask">layers to ignore</param>
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/// <returns>block which character will finish on after performing this function </returns>
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public override Block GetEndBlock(Block startBlock,Transform transform, LayerMask layerMask)
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{
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//no movement when rotating
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return startBlock;
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}
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public override void CopyToken(BlockToken token)
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{
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base.CopyToken(token);
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direction = ((DirectionToken)token).direction;
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}
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public override BlockToken ToToken(BlockToken token = null)
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{
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if (token == null)
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token = new DirectionToken(this);
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DirectionToken retVal = (DirectionToken)base.ToToken(token);
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retVal.direction = direction;
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return retVal;
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}
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#endregion Class Functions
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}
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