103 lines
4.0 KiB
C#
103 lines
4.0 KiB
C#
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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Demo
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{
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using Opsive.Shared.Game;
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using Opsive.UltimateCharacterController.Character;
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using Opsive.UltimateCharacterController.Game;
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using Opsive.UltimateCharacterController.Utility;
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using UnityEngine;
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/// <summary>
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/// Adjusts the size of the trigger when the character enters. This is useful for movement type triggers so the character doesn't keep switching modes as the controls
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/// change while on the edge of the trigger.
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/// </summary>
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public class TriggerAdjustor : MonoBehaviour
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{
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[Tooltip("Specifies the amount to expand the BoxCollider trigger by.")]
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[SerializeField] protected Vector3 m_BoxColliderExpansion;
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[Tooltip("Specifies the amount to inflate the MeshCollider trigger by.")]
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[SerializeField] protected Mesh m_ExpandedMesh;
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private GameObject m_ActiveObject;
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private Collider m_Collider;
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private Mesh m_OriginalMesh;
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private bool m_AllowTriggerExit = true;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Awake()
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{
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m_Collider = GetComponent<Collider>();
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if (m_Collider is MeshCollider) {
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m_OriginalMesh = (m_Collider as MeshCollider).sharedMesh;
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}
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}
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/// <summary>
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/// An object has entered the trigger.
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/// </summary>
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/// <param name="other">The object that entered the trigger.</param>
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private void OnTriggerEnter(Collider other)
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{
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if (m_ActiveObject != null || !MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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var characterLocomotion = other.GetComponentInParent<UltimateCharacterLocomotion>();
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if (characterLocomotion == null) {
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return;
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}
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// The object is a character. Expand the trigger.
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if (m_Collider is BoxCollider) {
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AdjustBoxCollider(m_Collider as BoxCollider, m_BoxColliderExpansion);
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} else if (m_Collider is MeshCollider) {
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// When the mesh is inflated it'll trigger an OnTriggerExit callback. Prevent this callback from doing anything until
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// after the inflated mesh has stabalized.
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m_AllowTriggerExit = false;
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Scheduler.ScheduleFixed(Time.fixedDeltaTime * 2, () => { m_AllowTriggerExit = true; });
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(m_Collider as MeshCollider).sharedMesh = m_ExpandedMesh;
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}
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m_ActiveObject = other.gameObject;
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}
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/// <summary>
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/// Adjusts the size of the BoxCollider.
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/// </summary>
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/// <param name="boxCollider">The BoxCollider that should be adjusted.</param>
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/// <param name="adjustment">The amount to adjust the BoxCollider by.</param>
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private void AdjustBoxCollider(BoxCollider boxCollider, Vector3 adjustment)
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{
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var size = boxCollider.size;
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size += adjustment;
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boxCollider.size = size;
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}
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/// <summary>
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/// An object has exited the trigger.
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/// </summary>
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/// <param name="other">The collider that exited the trigger.</param>
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private void OnTriggerExit(Collider other)
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{
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if (!m_AllowTriggerExit) {
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return;
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}
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if (m_ActiveObject == other.gameObject) {
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if (m_Collider is BoxCollider) {
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AdjustBoxCollider(m_Collider as BoxCollider, -m_BoxColliderExpansion);
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} else if (m_Collider is MeshCollider) {
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(m_Collider as MeshCollider).sharedMesh = m_OriginalMesh;
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}
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m_ActiveObject = null;
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}
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}
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}
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}
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