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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;
-
- #region Inspector Fields
-
- [SerializeField]
- private Inventory startingInventory;
-
- [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;
-
- #endregion Inspector Fields
-
- #region Unity Functions
-
- private void Awake()
- {
- if (Inventory != null || startingInventory != null)
- Inventory.Clone(startingInventory);
-
- //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("Bear") as GameObject;
- GameObject Bear = Instantiate(prefab, this.gameObject.transform);
-
- characterAnimator = GetComponentInChildren<Animator>();
- characterAnimator.Play("Idle");
- }
-
- #endregion Unity Functions
-
- #region Class Implementation
-
- 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;
- characterAnimator.Play("Idle");
- }
-
- IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax)
- {
- float elapsedTime = 0;
- Vector3 startPosition = Current.position;
- time *= 0.8f;
- while (elapsedTime < time)
- {
- characterAnimator.Play("Walk");
- transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
- yield return new WaitForEndOfFrame();
- elapsedTime += Time.deltaTime;
- }
- transform.position = Target.VisualPosition;
- characterAnimator.Play("Idle");
- }
-
- IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
- {
- float elapsedTime = 0;
- Vector3 startPosition = Current.position;
- time *= 0.8f;
- while (elapsedTime < time)
- {
- characterAnimator.Play("Walk");
- 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;
- characterAnimator.Play("Idle");
- }
-
- 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;
- characterAnimator.Play("Idle");
- }
-
-
- /// <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));
- characterAnimator.Play("Idle");
- }
- //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));
- characterAnimator.Play("Idle");
- }
- //set current block && move
- //CurrentBlock = moveTo;
- //StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f));
- //characterAnimator.Play("Idle");
- //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 == "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
-
- }
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