using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Scripting.APIUpdating; namespace MoreMountains.Feedbacks { /// /// This feedback will let you enable/disable/toggle a target collider, or change its trigger status /// [AddComponentMenu("")] [FeedbackHelp("This feedback will let you enable/disable/toggle a target collider, or change its trigger status")] [MovedFrom(false, null, "MoreMountains.Feedbacks")] [FeedbackPath("GameObject/Collider")] public class MMF_Collider : MMF_Feedback { /// a static bool used to disable all feedbacks of this type at once public static bool FeedbackTypeAuthorized = true; /// sets the inspector color for this feedback #if UNITY_EDITOR public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.GameObjectColor; } } public override bool EvaluateRequiresSetup() { return (TargetCollider == null); } public override string RequiredTargetText { get { return TargetCollider != null ? TargetCollider.name : ""; } } public override string RequiresSetupText { get { return "This feedback requires that a TargetCollider be set to be able to work properly. You can set one below."; } } #endif public override bool HasAutomatedTargetAcquisition => true; protected override void AutomateTargetAcquisition() => TargetCollider = FindAutomatedTarget(); /// the possible effects the feedback can have on the target collider's status public enum Modes { Enable, Disable, ToggleActive, Trigger, NonTrigger, ToggleTrigger } [MMFInspectorGroup("Collider", true, 12, true)] /// the collider to act upon [Tooltip("the collider to act upon")] public Collider TargetCollider; /// the effect the feedback will have on the target collider's status public Modes Mode = Modes.Disable; protected bool _initialState; /// /// On Play we change the state of our collider if needed /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized) { return; } if (TargetCollider != null) { ApplyChanges(Mode); } } /// /// Changes the state of the collider /// /// protected virtual void ApplyChanges(Modes mode) { switch (mode) { case Modes.Enable: _initialState = TargetCollider.enabled; TargetCollider.enabled = true; break; case Modes.Disable: _initialState = TargetCollider.enabled; TargetCollider.enabled = false; break; case Modes.ToggleActive: _initialState = TargetCollider.enabled; TargetCollider.enabled = !TargetCollider.enabled; break; case Modes.Trigger: _initialState = TargetCollider.isTrigger; TargetCollider.isTrigger = true; break; case Modes.NonTrigger: _initialState = TargetCollider.isTrigger; TargetCollider.isTrigger = false; break; case Modes.ToggleTrigger: _initialState = TargetCollider.isTrigger; TargetCollider.isTrigger = !TargetCollider.isTrigger; break; default: throw new ArgumentOutOfRangeException(nameof(mode), mode, null); } } /// /// On restore, we put our object back at its initial position /// protected override void CustomRestoreInitialValues() { if (!Active || !FeedbackTypeAuthorized) { return; } switch (Mode) { case Modes.Enable: TargetCollider.enabled = _initialState; break; case Modes.Disable: TargetCollider.enabled = _initialState; break; case Modes.ToggleActive: TargetCollider.enabled = _initialState; break; case Modes.Trigger: TargetCollider.isTrigger = _initialState; break; case Modes.NonTrigger: TargetCollider.isTrigger = _initialState; break; case Modes.ToggleTrigger: TargetCollider.isTrigger = _initialState; break; } } } }