BREAKING CHANGE: State 0.2.0

This commit is contained in:
Syntriax 2023-03-20 22:22:42 +03:00
parent e97119befc
commit f2faa86f65
4 changed files with 31 additions and 10 deletions

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@ -1,4 +1,4 @@
# Trigger # Trigger
## Dependencies ## Dependencies
1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState) 1. [State Module](https://git.syntriax.com/Syntriax/State)

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@ -1,4 +1,4 @@
using Syntriax.Modules.ToggleState; using Syntriax.Modules.State;
namespace Syntriax.Modules.Trigger namespace Syntriax.Modules.Trigger
{ {
@ -13,7 +13,7 @@ namespace Syntriax.Modules.Trigger
private void FixedUpdate() private void FixedUpdate()
{ {
if (!ToggleStateMember.IsToggledNullChecked()) if (!StateEnable.IsEnabledNullChecked())
return; return;
IsTrigerred = colliderTrigger.Check(); IsTrigerred = colliderTrigger.Check();

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@ -1,14 +1,14 @@
using System; using System;
using Syntriax.Modules.ToggleState; using Syntriax.Modules.State;
namespace Syntriax.Modules.Trigger namespace Syntriax.Modules.Trigger
{ {
public interface ITrigger public interface ITrigger
{ {
/// <summary> /// <summary>
/// Member <see cref="IToggleState"/> to switch on or off /// <see cref="IStateEnable"/> to switch on or off
/// </summary> /// </summary>
IToggleState ToggleStateMember { get; } IStateEnable StateEnable { get; }
/// <summary> /// <summary>
/// Called everytime the IsTrigerred field is changed /// Called everytime the IsTrigerred field is changed

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@ -1,22 +1,43 @@
using System; using System;
using Syntriax.Modules.ToggleState; using Syntriax.Modules.State;
using UnityEngine; using UnityEngine;
namespace Syntriax.Modules.Trigger namespace Syntriax.Modules.Trigger
{ {
public class TriggerBase : MonoBehaviour, ITrigger public class TriggerBase : MonoBehaviour, ITrigger
{ {
public IToggleState ToggleStateMember { get; protected set; } = new ToggleStateMember(true);
public Action<bool> OnTriggerStateChanged { get; set; } = null; public Action<bool> OnTriggerStateChanged { get; set; } = null;
private IStateEnable stateEnable = null;
public IStateEnable StateEnable
{
get
{
if (stateEnable == null)
{
stateEnable = GetComponent<IStateEnable>() ?? gameObject.AddComponent<StateEnableMonoBehaviour>();
stateEnable.OnEnabledChanged += OnEnabledChanged;
}
return stateEnable;
}
}
private void OnEnabledChanged(bool enabled)
{
if (enabled)
return;
_isTrigerred = false;
OnTriggerStateChanged?.Invoke(false);
}
private bool _isTrigerred = false; private bool _isTrigerred = false;
public bool IsTrigerred public bool IsTrigerred
{ {
get => _isTrigerred; get => _isTrigerred;
protected set protected set
{ {
if (value == _isTrigerred || !ToggleStateMember.IsToggledNullChecked()) if (value == _isTrigerred || !StateEnable.IsEnabledNullChecked())
return; return;
_isTrigerred = value; _isTrigerred = value;