using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Logic block which deals with jumping a character in a direction
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/// </summary>
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[CreateAssetMenu(menuName = "Major Project/Jump Block")]
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[System.Serializable]
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public class Jump : LogicBlock
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{
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[SerializeField]
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[Tooltip("Direction to Jump")]
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protected Direction direction = Direction.Forward;
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[SerializeField]
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[Tooltip("Max distance Jump can go")]
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protected int Distance = 2;
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[SerializeField]
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[Tooltip("Max height Jump can go")]
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protected int Height = 1;
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#region Class Functions
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/// <summary>
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/// Implementation of BlockLogic, moves the player forward
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/// </summary>
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/// <param name="player">Player to move</param>
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protected override void BlockLogic(Character player, float animationTime)
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{
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player.Jump(direction, animationTime);
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}
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/// <summary>
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/// Returns the block that the character will endUp on after they use this logic element
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/// </summary>
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/// <param name="startBlock">block character is on</param>
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/// <param name="layerMask">layers to ignore</param>
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/// <returns>block which character will finish on after performing this function </returns>
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public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
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{
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//if there is a block infront JumpUp else LongJump
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if (Block.isBlockAtPosition(startBlock.position + direction.ToVector(transform) + Vector3.up, 1, layerMask))
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return JumpUp(startBlock, transform, layerMask);
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else
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return JumpLong(startBlock, transform, layerMask);
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}
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#endregion Class Functions
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#region Helper Functions
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private Block JumpLong(Block StartBlock, Transform transform, LayerMask layerMask)
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{
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//setting up variables
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Vector3 position; // position wanted
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Block hit; //output of block detection
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Block retVal = StartBlock; //block we'll actually move to
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//Check blocks in front until we hit an obstruction or went the distance
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for (int i = 1; i <= Distance; i++)
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{
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//Next position to MoveTo
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position = StartBlock.position + (direction.ToVector(transform) * i);
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//if jump is obstructed, stop and go to last known block
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if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask))
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break;
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//If block at Position is walkable set it to last known position
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if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask))
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retVal = hit;
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//else if block down one is walkable
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else if (Block.isBlockAtPosition(position + Vector3.down, 1, layerMask, out hit) && hit.isWalkable(layerMask))
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retVal = hit;
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}
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return retVal;
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}
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/// <summary>
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/// Jumps up obstacle of specific height. Jumps as high as possible
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/// </summary>
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/// <param name="direction">Direction of obstacle</param>
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/// <param name="height">max height</param>
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private Block JumpUp(Block StartBlock, Transform transform, LayerMask layerMask)
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{
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//setting up variables
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Vector3 position; // position wanted
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Block hit; //output of block detection
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Block retVal = StartBlock; //block we'll actually move to
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//Check blocks in going up then move to the heighest walkable one
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for (int i = 0; i <= Height; i++)
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{
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//next position up the tower
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position = StartBlock.position + direction.ToVector(transform) + (Vector3.up * i);
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//if block is walkable set it to last known position
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if (Block.isBlockAtPosition(position, 1, layerMask, out hit) && hit.isWalkable(layerMask))
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retVal = hit;
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}
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return retVal;
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}
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#endregion Helper Functions
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#region Serialisation functions
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public override void CopyToken(BlockToken token)
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{
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base.CopyToken(token);
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direction = ((DirectionToken)token).direction;
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}
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public override BlockToken ToToken(BlockToken token = null)
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{
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if (token == null)
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token = new DirectionToken(this);
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DirectionToken retVal = (DirectionToken)base.ToToken(token);
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retVal.direction = direction;
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return retVal;
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}
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#endregion Serialisation functions
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}
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