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