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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using System.Linq;
-
- /// <summary>
- /// Class which defines blocks around the level
- /// </summary>
- [RequireComponent(typeof(BoxCollider))]
- public class Block : MonoBehaviour
- {
- #region Inspector Fields
- [SerializeField]
- [Tooltip("Offset from the top of the block from which a character should stand")]
- private Vector3 VisualOffset = Vector3.zero;
-
- [SerializeField]
- [Tooltip("Can this type of block be walked on")]
- private bool _isWalkable = true;
- #endregion InspectorFields
-
- #region ReadOnly Properties
- /// <summary>
- /// Blocks position in global space
- /// </summary>
- public Vector3 position { get { return transform.position; } }
-
- /// <summary>
- /// Position character should stand in global space
- /// </summary>
- public Vector3 VisualPosition { get { return position + VisualOffset + Vector3.up * 0.5f; } }
- #endregion ReadOnly Properties
-
- #region Public Functions
-
- /// <summary>
- /// Is a block valid to walk on
- /// </summary>
- /// <param name="layerMask">Layers to check for when checking for blocks above</param>
- /// <returns></returns>
- public bool isWalkable(LayerMask layerMask)
- {
- //checks if there is no block above this one and that this is tagged as walkable
- return (_isWalkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
- }
- #endregion Public Functions
-
- #region Static Functions
-
- /// <summary>
- /// Checks if there is a block at supplied position
- /// </summary>
- /// <param name="position">position to check at</param>
- /// <param name="Scale">Scale of block. (should be 1)</param>
- /// <param name="layerMask">Layers to check on</param>
- /// <param name="hit">Block hit</param>
- /// <returns>if a block is at position</returns>
- public static bool isBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask, out Block hit)
- {
- //Turn scale into halfextent and shrink a bit so it doesn't hit bordering blocks
- Vector3 halfExtent = Vector3.one * ((Scale - 0.1f) / 2);
-
- //Get every collider which is at position
- Collider[] cols = Physics.OverlapBox(position, halfExtent, Quaternion.identity, layerMask);
-
- //Filter colliders for only GameObjects with an Block component
- Block[] blocks = cols.Where(p => p.GetComponent<Block>() != null).Select(p => p.GetComponent<Block>()).ToArray();
-
- //Draw cube, for visuals
- DebugExtensions.DrawCube(position, halfExtent, Color.cyan, 1, false);
-
- //if didn't hit anyblocks return false
- if (blocks.Length == 0)
- {
- hit = null;
- return false;
- }
- else
- {
- //else get the closest block to disered position, (in case we hit mulitple blocks)
- hit = Utility.minBy(blocks, p => Vector3.Distance(p.transform.position, position));
- return true;
- }
- }
-
- /// <summary>
- /// Checks if there is a block at supplied position
- /// </summary>
- /// <param name="position">position to check at</param>
- /// <param name="Scale">Scale of block. (should be 1)</param>
- /// <param name="layerMask">Layers to check on</param>
- /// <returns>if a block is at position</returns>
- public static bool isBlockAtPosition(Vector3 position, float scale, LayerMask layerMask)
- {
- //Return Overloaded function above
- Block hit;
- return (isBlockAtPosition(position, scale, layerMask, out hit));
- }
-
- #endregion
-
- }
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