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8 changed files with 46 additions and 13 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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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
if (UnityEditor.EditorApplication.isPlaying) if (UnityEditor.EditorApplication.isPlaying)
Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red; Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
else else
Gizmos.color = TriggerCount > 0 ? Color.green : Color.red; Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
Gizmos.DrawWireCube(transform.position, transform.lossyScale); Gizmos.DrawWireCube(transform.position, transform.lossyScale);

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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
if (UnityEditor.EditorApplication.isPlaying) if (UnityEditor.EditorApplication.isPlaying)
Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red; Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
else else
Gizmos.color = TriggerCount > 0 ? Color.green : Color.red; Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;
Gizmos.matrix = transform.localToWorldMatrix; Gizmos.matrix = transform.localToWorldMatrix;

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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Trigger
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
if (UnityEditor.EditorApplication.isPlaying) if (UnityEditor.EditorApplication.isPlaying)
Gizmos.color = previousTriggerCount > 0 ? Color.green : Color.red; Gizmos.color = previousTriggerCount > 0 && StateEnable.IsEnabled ? Color.green : Color.red;
else else
Gizmos.color = TriggerCount > 0 ? Color.green : Color.red; Gizmos.color = TriggerCount > 0 ? Color.green : Color.red;

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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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@ -45,5 +45,17 @@ namespace Syntriax.Modules.Trigger
return true; return true;
} }
#if UNITY_EDITOR
private State.IStateEnable stateEnable = null;
public State.IStateEnable StateEnable
{
get
{
stateEnable = stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
return stateEnable;
}
}
#endif
} }
} }

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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;