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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- /// <summary>
- /// Logic block which deals with jumping a character in a direction
- /// </summary>
- [CreateAssetMenu(menuName = "Major Project/Jump Block")]
- [System.Serializable]
- public class Jump : LogicBlock
- {
-
- [SerializeField]
- [Tooltip("Direction to Jump")]
- protected Direction direction = Direction.Forward;
-
- [SerializeField]
- [Tooltip("Max distance Jump can go")]
- protected int Distance = 2;
-
- [SerializeField]
- [Tooltip("Max height Jump can go")]
- protected int Height = 1;
-
- #region Class Functions
-
- /// <summary>
- /// Implementation of BlockLogic, moves the player forward
- /// </summary>
- /// <param name="player">Player to move</param>
- protected override void BlockLogic(Character player, float animationTime)
- {
- player.Jump(direction, animationTime);
- }
-
- /// <summary>
- /// Returns the block that the character will endUp on after they use this logic element
- /// </summary>
- /// <param name="startBlock">block character is on</param>
- /// <param name="layerMask">layers to ignore</param>
- /// <returns>block which character will finish on after performing this function </returns>
- public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
- {
- //if there is a block infront JumpUp else LongJump
- if (Block.isBlockAtPosition(startBlock.position + direction.ToVector(transform) + Vector3.up, 1, layerMask))
- return JumpUp(startBlock, transform, layerMask);
- else
- return JumpLong(startBlock, transform, layerMask);
- }
-
-
- #endregion Class Functions
-
- #region Helper Functions
- private Block JumpLong(Block StartBlock, Transform transform, 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 <= Distance; i++)
- {
- //Next position to MoveTo
- position = StartBlock.position + (direction.ToVector(transform) * i);
-
- //if jump is obstructed, stop and go to last known block
- if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask))
- break;
-
-
- //If block at Position is walkable set it to last known position
- if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask))
- retVal = hit;
- //else if block down one is walkable
- else if (Block.isBlockAtPosition(position + Vector3.down, 1, layerMask, out hit) && hit.isWalkable(layerMask))
- retVal = hit;
-
- }
-
- return retVal;
- }
-
- /// <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 Block JumpUp(Block StartBlock, Transform transform, 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 going up then move to the heighest walkable one
- for (int i = 0; i <= Height; i++)
- {
- //next position up the tower
- position = StartBlock.position + direction.ToVector(transform) + (Vector3.up * i);
-
- //if block is walkable set it to last known position
- if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask))
- retVal = hit;
- }
-
- return retVal;
- }
-
-
- #endregion Helper Functions
-
-
-
- #region Serialisation functions
- public override void CopyToken(BlockToken token)
- {
- base.CopyToken(token);
- direction = ((DirectionToken)token).direction;
- }
-
- public override BlockToken ToToken(BlockToken token = null)
- {
- if (token == null)
- token = new DirectionToken(this);
-
- DirectionToken retVal = (DirectionToken)base.ToToken(token);
- retVal.direction = direction;
-
- return retVal;
- }
- #endregion Serialisation functions
-
-
- }
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