|
|
|
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
|
|
|
|
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
|
|
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
|
|
namespace Fungus
|
|
|
|
{
|
|
|
|
/// <summary>
|
|
|
|
/// Sets all collider (2d or 3d) components on the target objects to be active / inactive.
|
|
|
|
/// </summary>
|
|
|
|
[CommandInfo("Sprite",
|
|
|
|
"Set Collider",
|
|
|
|
"Sets all collider (2d or 3d) components on the target objects to be active / inactive")]
|
|
|
|
[AddComponentMenu("")]
|
|
|
|
public class SetCollider : Command
|
|
|
|
{
|
|
|
|
[Tooltip("A list of gameobjects containing collider components to be set active / inactive")]
|
|
|
|
[SerializeField] protected List<GameObject> targetObjects = new List<GameObject>();
|
|
|
|
|
|
|
|
[Tooltip("All objects with this tag will have their collider set active / inactive")]
|
|
|
|
[SerializeField] protected string targetTag = "";
|
|
|
|
|
|
|
|
[Tooltip("Set to true to enable the collider components")]
|
|
|
|
[SerializeField] protected BooleanData activeState;
|
|
|
|
|
|
|
|
protected virtual void SetColliderActive(GameObject go)
|
|
|
|
{
|
|
|
|
if (go != null)
|
|
|
|
{
|
|
|
|
// 3D objects
|
|
|
|
var colliders = go.GetComponentsInChildren<Collider>();
|
|
|
|
for (int i = 0; i < colliders.Length; i++)
|
|
|
|
{
|
|
|
|
var c = colliders[i];
|
|
|
|
c.enabled = activeState.Value;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 2D objects
|
|
|
|
var collider2Ds = go.GetComponentsInChildren<Collider2D>();
|
|
|
|
for (int i = 0; i < collider2Ds.Length; i++)
|
|
|
|
{
|
|
|
|
var c = collider2Ds[i];
|
|
|
|
c.enabled = activeState.Value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#region Public members
|
|
|
|
|
|
|
|
public override void OnEnter()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < targetObjects.Count; i++)
|
|
|
|
{
|
|
|
|
var go = targetObjects[i];
|
|
|
|
SetColliderActive(go);
|
|
|
|
}
|
|
|
|
|
|
|
|
GameObject[] taggedObjects = null;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
taggedObjects = GameObject.FindGameObjectsWithTag(targetTag);
|
|
|
|
}
|
|
|
|
catch
|
|
|
|
{
|
|
|
|
// The tag has not been declared in this scene
|
|
|
|
}
|
|
|
|
|
|
|
|
if (taggedObjects != null)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < taggedObjects.Length; i++)
|
|
|
|
{
|
|
|
|
var go = taggedObjects[i];
|
|
|
|
SetColliderActive(go);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Continue();
|
|
|
|
}
|
|
|
|
|
|
|
|
public override string GetSummary()
|
|
|
|
{
|
|
|
|
int count = targetObjects.Count;
|
|
|
|
|
|
|
|
if (activeState.Value)
|
|
|
|
{
|
|
|
|
return "Enable " + count + " collider objects.";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return "Disable " + count + " collider objects.";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public override Color GetButtonColor()
|
|
|
|
{
|
|
|
|
return new Color32(235, 191, 217, 255);
|
|
|
|
}
|
|
|
|
|
|
|
|
public override bool IsReorderableArray(string propertyName)
|
|
|
|
{
|
|
|
|
return propertyName == "targetObjects";
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|