using System.Collections; using System.Collections.Generic; using UnityEngine; public class Character : MonoBehaviour { #region Inspector Fields [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; #endregion Inspector Fields #region Unity Functions private void Awake() { //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; } #endregion Unity Functions #region Class Implementation /// /// Moves one block in specefied direction, Can walk off obstacles /// /// direction to walk /// Technically is same as JumpLong(1) but kept seperate to avoid confusion public void Move(Direction direction) { //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; //else if block down one is walkable else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) moveTo = hit; //set current block && move CurrentBlock = moveTo; transform.position = CurrentBlock.VisualPosition; } /// /// Rotates to point in specific direction based on current direction /// /// Local direction to point public void Rotate(Direction direction) { transform.forward = direction.ToVector(transform); } /// /// Jumps in specefied direction, picks between Long Jump and Jumping up /// /// Direction to Jump public void Jump(Direction direction) { //if there is a block infront JumpUp else LongJump if (Block.isBlockAtPosition(CurrentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore)) JumpUp(direction); else JumpLong(direction); } #endregion Class Implementation #region Private Functions /// /// Jumps up obstacle of specific height. Jumps as high as possible /// /// Direction of obstacle /// max height private void JumpUp(Direction direction,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; transform.position = CurrentBlock.VisualPosition; } /// /// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction /// /// Direction to Jump /// Max distance private void JumpLong(Direction direction, 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; transform.position = CurrentBlock.VisualPosition; } #endregion Private Functions }