using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// Base class all logic blocks are derived from /// [System.Serializable] public abstract class LogicBlock : ScriptableObject { #region Inspector Fields [SerializeField] [Header("UI Settings")] [Tooltip("Color which will identify this element")] public Color Color; [SerializeField] [Tooltip("Name which will appear in the UI")] protected string _DisplayName; [SerializeField] [Header("Base Settings")] [Tooltip("Wait until this block is resolved before moving to next")] public bool WaitUntilFinished = false; [SerializeField] [Tooltip("Amount of times to run this Block before moving to next")] protected int RepeatAmount = 1; #endregion Inspector Fields #region ReadOnly Variables public string DisplayName { get { return (string.IsNullOrEmpty(_DisplayName)) ? name : _DisplayName; } } [HideInInspector] public bool hasBeenRemoved = false; #endregion #region private variables /// /// Amount of times this block has run /// protected int RepeatCount = 0; #endregion private variables #region Class Functions /// /// Runs the block /// /// Player which will be affected by the block /// returns true if block is finished public virtual bool Run(Character player, float animationTime) { RepeatCount++; BlockLogic(player, animationTime); player.DisplayBlock(this); return isFinished(); } /// /// Returns the amount of space this logic block takes up /// /// Int which controlls how much space this takes up public virtual int Size() { return 1; } /// /// Where derived callses should implement the logic for their classes /// /// Player which will be affected by the block /// returns true if block is finished protected abstract void BlockLogic(Character player, float animationTime); /// /// Returns the block that the character will endUp on after they use this logic element /// /// block character is on /// transform function will be based off /// layers to ignore /// block which character will finish on after performing this function public abstract Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask); /// /// Resets the block to be ready to used again /// public virtual void Reset() { RepeatCount = 0; } /// /// False if this block needs to be run again /// /// bool false if block needs to be run again public virtual bool isFinished() { return (RepeatCount == RepeatAmount); } #region Serialisation Functions /// /// Copies data from BlockToken to this Block /// /// Token to Copy public virtual void CopyToken(BlockToken token) { Color = token.Color; _DisplayName = token._DisplayName; WaitUntilFinished = token.WaitUntilFinished; RepeatAmount = token.RepeatAmount; name = token.ObjectName; } /// /// Copies Block data to supplied token, if token is null creates new token /// /// token to copy data to /// public virtual BlockToken ToToken(BlockToken token = null) { if (token == null) token = new BlockToken(this); token.Color = Color; token._DisplayName = _DisplayName; token.WaitUntilFinished = WaitUntilFinished; token.RepeatAmount = RepeatAmount; token.ObjectName = name; return token; } #endregion Serialisation Functions public bool isSameType(object other) { if (Object.ReferenceEquals(null, other)) return false; if (Object.ReferenceEquals(other.GetType(), other)) return false; LogicBlock otherLogic = other as LogicBlock; return !Object.ReferenceEquals(null, otherLogic) && string.Equals(name, otherLogic.name); } public virtual void OnDoubleClick() { } #endregion Class Functions } [System.Serializable] public class BlockToken { public System.Type blockType; public Color Color; public string _DisplayName; public string ObjectName; public bool WaitUntilFinished; public int RepeatAmount; public BlockToken(LogicBlock block) { blockType = block.GetType(); } public LogicBlock ToLogicBlock() { LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType); Debug.Log("type: " + retVal.GetType()); retVal.CopyToken(this); return retVal; } }