FiE-Game/Assets/Scripts/FieCollider.cs

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2018-11-20 20:10:49 +01:00
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class FieCollider : MonoBehaviour
{
[SerializeField]
private FieGameCharacter _parentCharacter;
[SerializeField]
private bool _isRoot;
[SerializeField]
private bool _isAbsolutelyEnable;
private bool _isEnable;
private Collider _currentCollider;
private List<FieDetector> _hittedDetecter = new List<FieDetector>();
public bool isEnable
{
get
{
return _isEnable;
}
set
{
_isEnable = (value | _isAbsolutelyEnable);
if (_isEnable)
{
if ((bool)_currentCollider)
{
_currentCollider.enabled = true;
}
}
else if ((bool)_currentCollider)
{
_currentCollider.enabled = false;
}
}
}
public bool isRoot => _isRoot;
public void Awake()
{
if (!(_parentCharacter == null))
{
_parentCharacter.colliderList.Add(this);
_currentCollider = GetComponent<Collider>();
}
}
public FieGameCharacter getParentGameCharacter()
{
return _parentCharacter;
}
public void unbindFromDetector()
{
if (_hittedDetecter.Count > 0)
{
foreach (FieDetector item in _hittedDetecter)
{
if (!(item == null))
{
item.OnTriggerExit(_currentCollider);
}
}
_hittedDetecter = new List<FieDetector>();
}
}
private void OnTriggerEnter(Collider collider)
{
if (!(collider == null))
{
FieDetector component = collider.gameObject.GetComponent<FieDetector>();
if (!(component == null))
{
_hittedDetecter.Add(component);
}
}
}
}