Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Demo/Scripts/ColliderDisabler.cs
Scove 3e39117acc Consolidate third-party plugins into Assets/Plugins
Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
2026-06-16 18:41:44 +07:00

66 lines
2.0 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Demo
{
using Opsive.UltimateCharacterController.Character;
using UnityEngine;
/// <summary>
/// Disables the specified Collider when the character enters the trigger.
/// </summary>
public class ColliderDisabler : MonoBehaviour
{
[Tooltip("The Collider that should be disabled.")]
[SerializeField] protected Collider m_DisableCollider;
private DemoManager m_DemoManager;
/// <summary>
/// Initialize the default values.
/// </summary>
private void Awake()
{
m_DemoManager = FindObjectOfType<DemoManager>();
}
/// <summary>
/// An object has entered the trigger.
/// </summary>
/// <param name="other">The object that entered the trigger.</param>
private void OnTriggerEnter(Collider other)
{
var characterLocomotion = other.GetComponentInParent<UltimateCharacterLocomotion>();
if (characterLocomotion == null) {
return;
}
if (characterLocomotion.gameObject != m_DemoManager.Character) {
return;
}
m_DisableCollider.enabled = false;
}
/// <summary>
/// An object has left the trigger.
/// </summary>
/// <param name="other">The object that exited the trigger.</param>
private void OnTriggerExit(Collider other)
{
var characterLocomotion = other.GetComponentInParent<UltimateCharacterLocomotion>();
if (characterLocomotion == null) {
return;
}
if (characterLocomotion.gameObject != m_DemoManager.Character) {
return;
}
m_DisableCollider.enabled = true;
}
}
}