You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
96 lines
3.4 KiB
96 lines
3.4 KiB
7 years ago
|
using System;
|
||
|
using UnityEngine;
|
||
|
using Object = UnityEngine.Object;
|
||
|
|
||
|
namespace UnityStandardAssets.Utility
|
||
|
{
|
||
|
public class ActivateTrigger : MonoBehaviour
|
||
|
{
|
||
|
// A multi-purpose script which causes an action to occur when
|
||
|
// a trigger collider is entered.
|
||
|
public enum Mode
|
||
|
{
|
||
|
Trigger = 0, // Just broadcast the action on to the target
|
||
|
Replace = 1, // replace target with source
|
||
|
Activate = 2, // Activate the target GameObject
|
||
|
Enable = 3, // Enable a component
|
||
|
Animate = 4, // Start animation on target
|
||
|
Deactivate = 5 // Decativate target GameObject
|
||
|
}
|
||
|
|
||
|
public Mode action = Mode.Activate; // The action to accomplish
|
||
|
public Object target; // The game object to affect. If none, the trigger work on this game object
|
||
|
public GameObject source;
|
||
|
public int triggerCount = 1;
|
||
|
public bool repeatTrigger = false;
|
||
|
|
||
|
|
||
|
private void DoActivateTrigger()
|
||
|
{
|
||
|
triggerCount--;
|
||
|
|
||
|
if (triggerCount == 0 || repeatTrigger)
|
||
|
{
|
||
|
Object currentTarget = target ?? gameObject;
|
||
|
Behaviour targetBehaviour = currentTarget as Behaviour;
|
||
|
GameObject targetGameObject = currentTarget as GameObject;
|
||
|
if (targetBehaviour != null)
|
||
|
{
|
||
|
targetGameObject = targetBehaviour.gameObject;
|
||
|
}
|
||
|
|
||
|
switch (action)
|
||
|
{
|
||
|
case Mode.Trigger:
|
||
|
if (targetGameObject != null)
|
||
|
{
|
||
|
targetGameObject.BroadcastMessage("DoActivateTrigger");
|
||
|
}
|
||
|
break;
|
||
|
case Mode.Replace:
|
||
|
if (source != null)
|
||
|
{
|
||
|
if (targetGameObject != null)
|
||
|
{
|
||
|
Instantiate(source, targetGameObject.transform.position,
|
||
|
targetGameObject.transform.rotation);
|
||
|
DestroyObject(targetGameObject);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case Mode.Activate:
|
||
|
if (targetGameObject != null)
|
||
|
{
|
||
|
targetGameObject.SetActive(true);
|
||
|
}
|
||
|
break;
|
||
|
case Mode.Enable:
|
||
|
if (targetBehaviour != null)
|
||
|
{
|
||
|
targetBehaviour.enabled = true;
|
||
|
}
|
||
|
break;
|
||
|
case Mode.Animate:
|
||
|
if (targetGameObject != null)
|
||
|
{
|
||
|
targetGameObject.GetComponent<Animation>().Play();
|
||
|
}
|
||
|
break;
|
||
|
case Mode.Deactivate:
|
||
|
if (targetGameObject != null)
|
||
|
{
|
||
|
targetGameObject.SetActive(false);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
private void OnTriggerEnter(Collider other)
|
||
|
{
|
||
|
DoActivateTrigger();
|
||
|
}
|
||
|
}
|
||
|
}
|