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.
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
/// ---------------------------------------------
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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.Traits
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{
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using Opsive.Shared.Events;
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using UnityEngine;
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/// <summary>
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/// Extends the Respawner by listening/executing character related events.
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/// </summary>
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public class CharacterRespawner : Respawner
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{
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private bool m_Active;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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EventHandler.RegisterEvent<bool>(m_GameObject, "OnCharacterActivate", OnActivate);
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m_Active = true;
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}
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/// <summary>
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/// Does the respawn by setting the position and rotation to the specified values.
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/// Enable the GameObject and let all of the listening objects know that the object has been respawned.
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/// </summary>
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/// <param name="position">The respawn position.</param>
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/// <param name="rotation">The respawn rotation.</param>
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/// <param name="transformChange">Was the position or rotation changed?</param>
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public override void Respawn(Vector3 position, Quaternion rotation, bool transformChange)
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{
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base.Respawn(position, rotation, transformChange);
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// Execute OnCharacterImmediateTransformChange after OnRespawn to ensure all of the interested components are using the new position/rotation.
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if (transformChange) {
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EventHandler.ExecuteEvent(m_GameObject, "OnCharacterImmediateTransformChange", true);
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}
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}
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/// <summary>
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/// The object has been disabled.
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/// </summary>
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protected override void OnDisable()
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{
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// If the GameObject was deactivated then the respawner shouldn't respawn.
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if (m_Active) {
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base.OnDisable();
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}
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}
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/// <summary>
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/// The character has been activated or deactivated.
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/// </summary>
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/// <param name="activate">Was the character activated?</param>
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private void OnActivate(bool activate)
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{
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m_Active = activate;
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}
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/// <summary>
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/// The GameObject has been destroyed.
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/// </summary>
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protected override void OnDestroy()
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{
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base.OnDestroy();
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EventHandler.UnregisterEvent<bool>(m_GameObject, "OnCharacterActivate", OnActivate);
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}
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}
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} |