Files
fnl/Assets/Extensions/Feel/MMFeedbacks/MMFeedbacks/Feedbacks/Legacy/MMFeedbackCollider2D.cs
2026-02-21 16:40:15 -08:00

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);
}
}
}
}