using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// Class which reads a a list of logic blocks and applies to a character
///
[System.Serializable]
public class BlockReader
{
#region Inspector Variables
[SerializeField]
[Tooltip("List of LogicBlocks which will affected this character")]
public List LogicChain = new List();
#endregion Inspector Variables
#region Read-only Variables
///
/// returns true if all LogicBlocks in LogicChain have been completed
///
public bool Finished { get { return currentBlockIndex >= LogicChain.Count; } }
///
/// Fired whenever the logic chain is updated, useful for UI
///
public event System.Action OnUpdate;
///
/// Gets the current block in the logic chain
///
public LogicBlock CurrentBlock { get { return ((currentBlockIndex < LogicChain.Count) ? LogicChain[currentBlockIndex] : null); } }
///
/// Sum of size of all Blocks in the chain
///
public int Length { get { int retVal = 0; LogicChain.ForEach(p => retVal += p.Size()); return retVal; } }
#endregion Read-only Variables
#region Private Variables
private int currentBlockIndex;//Block currently on
#endregion Private Variables
#region Class Implementation
///
/// Resets Block reader;
///
public void Reset()
{
currentBlockIndex = 0;
}
///
/// Reads the current block in the logic chain
///
/// Character to control
/// Returns false if other readers should wait for this one to run again
public bool Read(Character character,float animationTime)
{
//return that this is done if no more blocks left in chain
if (LogicChain.Count <= currentBlockIndex)
return true;
//get current Block
LogicBlock currentBlock = LogicChain[currentBlockIndex];
//apply blocks to character
currentBlock.Run(character, animationTime);
//if the block is finished reset it and move on to next one
//(it might not be finished if it is a for loop or something)
if (currentBlock.isFinished())
{
currentBlock.Reset();
currentBlockIndex++;
}
//Should other readers wait for this one
return (currentBlock.isFinished() || currentBlock.WaitUntilFinished);
}
///
/// Clears all elements out of the Block Reader
///
public void Clear()
{
LogicChain.Clear();
if (OnUpdate != null)
OnUpdate.Invoke();
}
///
/// Removes the first instance found in the Block Reader
///
/// LogicElement to remove
public void Remove(LogicBlock item)
{
LogicChain.Remove(item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
///
/// Addes item to the end of the BlockReader
///
/// item to add
public void Add(LogicBlock item)
{
LogicChain.Add(item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
///
/// Inserts item at index of the Block Reader
///
/// index to insert at
/// item to insert
public void Insert(int index, LogicBlock item)
{
LogicChain.Insert(index, item);
if (OnUpdate != null)
OnUpdate.Invoke();
}
#endregion
}