Files
zeling_v2/Assets/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/MMF_Collider.cs
2026-05-08 11:04:00 +08:00

129 lines
4.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you enable/disable/toggle a target collider, or change its trigger status
/// </summary>
[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<Collider>();
/// 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;
/// <summary>
/// On Play we change the state of our collider if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
if (TargetCollider != null)
{
ApplyChanges(Mode);
}
}
/// <summary>
/// Changes the state of the collider
/// </summary>
/// <param name="state"></param>
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);
}
}
/// <summary>
/// On restore, we put our object back at its initial position
/// </summary>
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;
}
}
}
}