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Syntriax | c8105122fb | |
Syntriax | f2faa86f65 |
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@ -1,4 +1,4 @@
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# Trigger
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# Trigger
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## Dependencies
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## Dependencies
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1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState)
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1. [State Module](https://git.syntriax.com/Syntriax/State)
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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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private void OnDrawGizmosSelected()
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private void OnDrawGizmosSelected()
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{
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{
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if (UnityEditor.EditorApplication.isPlaying)
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if (UnityEditor.EditorApplication.isPlaying)
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Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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else
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else
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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Gizmos.DrawWireCube(transform.position, transform.lossyScale);
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Gizmos.DrawWireCube(transform.position, transform.lossyScale);
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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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private void OnDrawGizmosSelected()
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private void OnDrawGizmosSelected()
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{
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{
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if (UnityEditor.EditorApplication.isPlaying)
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if (UnityEditor.EditorApplication.isPlaying)
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Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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else
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else
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.matrix = transform.localToWorldMatrix;
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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
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private void OnDrawGizmosSelected()
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private void OnDrawGizmosSelected()
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{
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{
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if (UnityEditor.EditorApplication.isPlaying)
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if (UnityEditor.EditorApplication.isPlaying)
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Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
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else
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else
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
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@ -1,4 +1,4 @@
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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namespace Syntriax.Modules.Trigger
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namespace Syntriax.Modules.Trigger
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{
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{
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@ -13,7 +13,7 @@ namespace Syntriax.Modules.Trigger
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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if (!ToggleStateMember.IsToggledNullChecked())
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if (!StateEnable.IsEnabledNullChecked())
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return;
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return;
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IsTrigerred = colliderTrigger.Check();
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IsTrigerred = colliderTrigger.Check();
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@ -45,5 +45,17 @@ namespace Syntriax.Modules.Trigger
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return true;
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return true;
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}
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}
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#if UNITY_EDITOR
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private State.IStateEnable stateEnable = null;
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public State.IStateEnable StateEnable
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{
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get
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{
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stateEnable = stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
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return stateEnable;
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}
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}
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#endif
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}
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}
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}
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}
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@ -1,14 +1,14 @@
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using System;
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using System;
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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namespace Syntriax.Modules.Trigger
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namespace Syntriax.Modules.Trigger
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{
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{
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public interface ITrigger
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public interface ITrigger
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{
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{
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/// <summary>
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/// <summary>
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/// Member <see cref="IToggleState"/> to switch on or off
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/// <see cref="IStateEnable"/> to switch on or off
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/// </summary>
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/// </summary>
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IToggleState ToggleStateMember { get; }
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IStateEnable StateEnable { get; }
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/// <summary>
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/// <summary>
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/// Called everytime the IsTrigerred field is changed
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/// Called everytime the IsTrigerred field is changed
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@ -1,22 +1,43 @@
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using System;
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using System;
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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using UnityEngine;
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using UnityEngine;
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namespace Syntriax.Modules.Trigger
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namespace Syntriax.Modules.Trigger
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{
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{
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public class TriggerBase : MonoBehaviour, ITrigger
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public class TriggerBase : MonoBehaviour, ITrigger
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{
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{
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public IToggleState ToggleStateMember { get; protected set; } = new ToggleStateMember(true);
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public Action<bool> OnTriggerStateChanged { get; set; } = null;
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public Action<bool> OnTriggerStateChanged { get; set; } = null;
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private IStateEnable stateEnable = null;
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public IStateEnable StateEnable
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{
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get
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{
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if (stateEnable == null)
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{
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stateEnable = GetComponent<IStateEnable>() ?? gameObject.AddComponent<StateEnableMonoBehaviour>();
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stateEnable.OnEnabledChanged += OnEnabledChanged;
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}
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return stateEnable;
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}
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}
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private void OnEnabledChanged(bool enabled)
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{
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if (enabled)
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return;
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_isTrigerred = false;
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OnTriggerStateChanged?.Invoke(false);
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}
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private bool _isTrigerred = false;
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private bool _isTrigerred = false;
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public bool IsTrigerred
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public bool IsTrigerred
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{
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{
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get => _isTrigerred;
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get => _isTrigerred;
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protected set
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protected set
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{
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{
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if (value == _isTrigerred || !ToggleStateMember.IsToggledNullChecked())
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if (value == _isTrigerred || !StateEnable.IsEnabledNullChecked())
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return;
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return;
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_isTrigerred = value;
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_isTrigerred = value;
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