Files
BABA_YAGA/Assets/Opsive/UltimateCharacterController/Scripts/Character/FootstepTrigger.cs
2026-06-09 02:05:00 +07:00

48 lines
1.8 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character
{
using Opsive.UltimateCharacterController.Utility;
using UnityEngine;
/// <summary>
/// Notifies the CharacterFootEffects component when the foot has collided with the ground.
/// </summary>
public class FootstepTrigger : MonoBehaviour
{
[Tooltip("Should the footprint texture be flipped?")]
[SerializeField] protected bool m_FlipFootprint;
public bool FlipFootprint { get { return m_FlipFootprint; } set { m_FlipFootprint = value; } }
private Transform m_Transform;
private CharacterFootEffects m_FootEffects;
private CharacterLayerManager m_CharacterLayerManager;
/// <summary>
/// Initialize the default values.
/// </summary>
private void Awake()
{
m_Transform = transform;
m_FootEffects = GetComponentInParent<CharacterFootEffects>();
m_CharacterLayerManager = GetComponentInParent<CharacterLayerManager>();
}
/// <summary>
/// The trigger has collided with another object.
/// </summary>
/// <param name="other">The Collider that the trigger collided with.</param>
private void OnTriggerEnter(Collider other)
{
// Notify the CharacterFootEffects component if the layer is valid.
if (MathUtility.InLayerMask(other.gameObject.layer, m_CharacterLayerManager.IgnoreInvisibleCharacterWaterLayers)) {
m_FootEffects.FootStep(m_Transform, m_FlipFootprint);
}
}
}
}