using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MoreMountains.Feedbacks { /// /// This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status /// [AddComponentMenu("")] [FeedbackHelp("This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status")] [FeedbackPath("GameObject/Collider2D")] public class MMFeedbackCollider2D : MMFeedback { /// 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; } } #endif /// the possible effects the feedback can have on the target collider's status public enum Modes { Enable, Disable, ToggleActive, Trigger, NonTrigger, ToggleTrigger } [Header("Collider")] /// the collider to act upon [Tooltip("the collider to act upon")] public Collider2D TargetCollider2D; /// the effect the feedback will have on the target collider's status public Modes Mode = Modes.Disable; /// /// On Play we change the state of our collider if needed /// /// /// protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { if (!Active || !FeedbackTypeAuthorized || (TargetCollider2D == null)) { return; } ApplyChanges(Mode); } /// /// Changes the state of the collider /// /// protected virtual void ApplyChanges(Modes mode) { switch (mode) { case Modes.Enable: TargetCollider2D.enabled = true; break; case Modes.Disable: TargetCollider2D.enabled = false; break; case Modes.ToggleActive: TargetCollider2D.enabled = !TargetCollider2D.enabled; break; case Modes.Trigger: TargetCollider2D.isTrigger = true; break; case Modes.NonTrigger: TargetCollider2D.isTrigger = false; break; case Modes.ToggleTrigger: TargetCollider2D.isTrigger = !TargetCollider2D.isTrigger; break; default: throw new ArgumentOutOfRangeException(nameof(mode), mode, null); } } } }