// 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
{
///
/// Sets all collider (2d or 3d) components on the target objects to be active / inactive.
///
[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 targetObjects = new List();
[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;
public override void OnEnter()
{
foreach (GameObject go in targetObjects)
{
SetColliderActive(go);
}
GameObject[] taggedObjects = null;
try
{
taggedObjects = GameObject.FindGameObjectsWithTag(targetTag);
}
catch
{
// The tag has not been declared in this scene
}
if (taggedObjects != null)
{
foreach (GameObject go in taggedObjects)
{
SetColliderActive(go);
}
}
Continue();
}
protected virtual void SetColliderActive(GameObject go)
{
if (go != null)
{
// 3D objects
foreach (Collider c in go.GetComponentsInChildren())
{
c.enabled = activeState.Value;
}
// 2D objects
foreach (Collider2D c in go.GetComponentsInChildren())
{
c.enabled = activeState.Value;
}
}
}
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);
}
}
}