Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Objects/ItemAssist/ShieldCollider.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

63 lines
2.5 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Objects.ItemAssist
{
using Opsive.Shared.Events;
using Opsive.UltimateCharacterController.Items.Actions;
using UnityEngine;
/// <summary>
/// The ShieldCollider component specifies the object that acts as a collider for the shield.
/// </summary>
public class ShieldCollider : MonoBehaviour
{
[Tooltip("A reference to the Shield item action.")]
[SerializeField] protected Shield m_Shield;
[Tooltip("Is the collider attached to a Shield used for the first person perspective?")]
[HideInInspector] [SerializeField] protected bool m_FirstPersonPerspective;
[Shared.Utility.NonSerialized] public Shield Shield { get { return m_Shield; } set { m_Shield = value; } }
[Shared.Utility.NonSerialized] public bool FirstPersonPerspective { set { m_FirstPersonPerspective = value; } }
private Collider m_Collider;
private GameObject m_Character;
/// <summary>
/// Initialize the default values.
/// </summary>
private void Awake()
{
if (m_Shield == null) {
Debug.LogError("Error: The shield is not assigned. Ensure the shield is created from the Item Manager.", this);
return;
}
m_Collider = GetComponent<Collider>();
m_Collider.enabled = false;
m_Character = m_Shield.gameObject.GetComponentInParent<Character.UltimateCharacterLocomotion>().gameObject;
EventHandler.RegisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
}
/// <summary>
/// The camera perspective between first and third person has changed.
/// </summary>
/// <param name="inFirstPerson">Is the camera in a first person view?</param>
private void OnChangePerspectives(bool firstPersonPerspective)
{
// The collider should only be enabled for the corresponding perspective.
m_Collider.enabled = m_FirstPersonPerspective == firstPersonPerspective;
}
/// <summary>
/// The object has been destroyed.
/// </summary>
private void OnDestroy()
{
EventHandler.UnregisterEvent<bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives);
}
}
}