78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace MoreMountains.Feedbacks
|
|
{
|
|
/// <summary>
|
|
/// This feedback will let you enable/disable/toggle a target collider 2D, or change its trigger status
|
|
/// </summary>
|
|
[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;
|
|
|
|
/// <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 || (TargetCollider2D == null))
|
|
{
|
|
return;
|
|
}
|
|
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:
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
} |