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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.AI
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{
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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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/// Enables the attack on the agent when the character enters the trigger.
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/// </summary>
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public class AttackTrigger : MonoBehaviour
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{
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[Tooltip("The agent doing the attacking.")]
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[SerializeField] protected MeleeAgent m_Agent;
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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 OnTriggerEnter(Collider other)
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{
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// A main character collider is required.
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if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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// The object must be a character.
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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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m_Agent.Attack();
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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 OnTriggerExit(Collider other)
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{
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// A main character collider is required.
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if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
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return;
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}
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// The object must be a character.
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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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m_Agent.CancelAttack();
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}
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}
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}
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