projectEli/Assets/NeoFPS/Core/Utilities/TeleportZone1Way.cs

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using NeoCC;
using System.Collections;
using UnityEngine.Events;
namespace NeoFPS
{
public class TeleportZone1Way : CharacterTriggerZone
{
[SerializeField, Tooltip("The transform to teleport to. The character will match its position and orientation.")]
private Transform m_TargetTransform = null;
[SerializeField, Tooltip("The time between entering the trigger zone and teleporting. Allows for effects and feedback to communicate what's going on.")]
private float m_TeleportDelay = 0f;
[SerializeField, Tooltip("An event fired as soon as a character enters the teleport trigger zone.")]
private UnityEvent m_OnEntered = null;
[SerializeField, Tooltip("An event fired if the character leaves before the teleport delay is over.")]
private UnityEvent m_OnCancelled = null;
[SerializeField, Tooltip("An event fired after the character is teleported.")]
private UnityEvent m_OnTeleported = null;
private Coroutine m_DelayedTeleport = null;
private void OnValidate()
{
m_TeleportDelay = Mathf.Clamp(m_TeleportDelay, 0f, 10f);
}
protected override void OnCharacterEntered(ICharacter c)
{
base.OnCharacterEntered(c);
if (m_TargetTransform != null)
{
m_OnEntered.Invoke();
var ncc = c.GetComponent<NeoCharacterController>();
if (m_TeleportDelay == 0f)
{
ncc.Teleport(m_TargetTransform.position, m_TargetTransform.rotation, false);
m_OnTeleported.Invoke();
}
else
m_DelayedTeleport = StartCoroutine(DelayedTeleport(ncc));
}
}
protected override void OnCharacterExited(ICharacter c)
{
base.OnCharacterExited(c);
if (m_DelayedTeleport != null)
{
StopCoroutine(m_DelayedTeleport);
m_OnCancelled.Invoke();
}
}
IEnumerator DelayedTeleport(NeoCharacterController ncc)
{
// Wait
float timer = 0f;
while (timer < m_TeleportDelay)
{
yield return null;
timer += Time.deltaTime;
}
m_DelayedTeleport = null;
// Teleport
ncc.Teleport(m_TargetTransform.position, m_TargetTransform.rotation, false);
m_OnTeleported.Invoke();
}
}
}