projectEli/Assets/NeoFPS/Core/SinglePlayer/Utilities/SoloCharacterTriggerZone.cs

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2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Events;
namespace NeoFPS.SinglePlayer
{
[HelpURL("https://docs.neofps.com/manual/interactionref-mb-solocharactertriggerzone.html")]
public class SoloCharacterTriggerZone : MonoBehaviour
{
[SerializeField, Tooltip("The event that is fired when a character enters the trigger collider.")]
private CharacterEvent m_OnTriggerEnter = new CharacterEvent();
[SerializeField, Tooltip("The event that is fired when a character exits the trigger collider.")]
private CharacterEvent m_OnTriggerExit = new CharacterEvent();
[Serializable]
public class CharacterEvent : UnityEvent<FpsSoloCharacter> {}
void OnTriggerEnter (Collider other)
{
if (other.CompareTag ("Player"))
{
FpsSoloCharacter c = other.GetComponentInParent<FpsSoloCharacter>();
if (c != null)
OnCharacterEntered(c);
}
}
void OnTriggerExit (Collider other)
{
if (other.CompareTag ("Player"))
{
FpsSoloCharacter c = other.GetComponentInParent<FpsSoloCharacter>();
if (c != null)
OnCharacterExited(c);
}
}
protected virtual void OnCharacterEntered(FpsSoloCharacter c)
{
if (m_OnTriggerEnter != null)
m_OnTriggerEnter.Invoke (c);
}
protected virtual void OnCharacterExited(FpsSoloCharacter c)
{
if (m_OnTriggerExit != null)
m_OnTriggerExit.Invoke (c);
}
}
}