rabidus-test/Assets/SCSM/SciFiShipController/Scripts/Utilities/SSCProximity.cs

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2023-07-24 16:38:13 +03:00
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2021 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Place this script on a gameobject with a trigger collider to call your methods in other components
/// in the scene when another collider enters or exits the trigger collider area.
/// WARNING: Beware of using multiple colliders on the same gameobject as this component. This can lead
/// to unwanted behaviour like getting Enter/Exit/Stay events when you least expect it.
/// For example, a box non-trigger collider on this gameobject way cause a OnTriggerEnter event
/// to fire when say a sphere trigger collider has been configured but an object with a trigger collider
/// has entered the space of the box collider.
/// The reason this occurs is that Unity creates a compound collider for all colliders on the same gameobject.
/// The solution is to move the trigger collider (and this component) to a child gameobject.
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Utilities/SSC Proximity")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class SSCProximity : MonoBehaviour
{
#region Public Variables
public bool initialiseOnStart = false;
/// <summary>
/// Array of Unity Tags for objects that affect this collider area. If none are provided, all objects can affect this area. NOTE: All tags MUST exist.
/// </summary>
public string[] tags = new string[] { };
/// <summary>
/// Methods that get called when a collider enters the trigger area
/// </summary>
public SSCProximityEvt onEnterMethods = null;
/// <summary>
/// Methods that get called when a collider exits the trigger area
/// </summary>
public SSCProximityEvt onExitMethods = null;
#endregion
#region Public Properties
public bool IsInitialised { get { return isInitialised; } }
/// <summary>
/// If initialised, return a bounding box of the proximity region.
/// </summary>
public Bounds ProximityRegion { get { return isInitialised ? proximityCollider.bounds : new Bounds(); } }
#endregion
#region Private Variables
private Collider proximityCollider = null;
private bool isInitialised = false;
private int numTags = 0;
#endregion
#region Initialise Methods
// Start is called before the first frame update
void Start()
{
if (initialiseOnStart) { Initialise(); }
else
{
// Disable the collider
proximityCollider = GetComponent<Collider>();
if (proximityCollider != null && proximityCollider.isTrigger && proximityCollider.enabled)
{
proximityCollider.enabled = false;
}
}
}
#endregion
#region Events
private void OnTriggerEnter(Collider other)
{
if (isInitialised && onEnterMethods != null && IsObjectTagMatched(other.gameObject))
{
// TODO find the bounds intersect point between trigger and other collider
onEnterMethods.Invoke(Vector3.zero, other.gameObject.GetInstanceID(), false);
}
}
private void OnTriggerExit(Collider other)
{
if (isInitialised && onExitMethods != null && IsObjectTagMatched(other.gameObject))
{
onExitMethods.Invoke(Vector3.zero, other.gameObject.GetInstanceID(), false);
}
}
#endregion
#region Private Methods
/// <summary>
/// Does the gameobject have a tag that matches the array configured by the user.
/// Will return true if a match is found OR there are no tags configured.
/// </summary>
/// <param name="objectGameObject"></param>
/// <returns></returns>
private bool IsObjectTagMatched(GameObject objectGameObject)
{
if (!isInitialised) { return false; }
if (objectGameObject == null) { return false; }
else if (numTags < 1) { return true; }
else
{
bool isMatch = false;
for (int tgIdx = 0; tgIdx < numTags; tgIdx++)
{
if (objectGameObject.CompareTag(tags[tgIdx]))
{
isMatch = true;
break;
}
}
return isMatch;
}
}
/// <summary>
/// Removes any empty or null tags. NOTE: May increase GC so don't use each frame.
/// </summary>
private void ValidateTags()
{
numTags = tags == null ? 0 : tags.Length;
if (numTags > 0)
{
List<string> tagList = new List<string>(tags);
for (int tgIdx = numTags - 1; tgIdx >= 0; tgIdx--)
{
// Remove invalid tag
if (string.IsNullOrEmpty(tagList[tgIdx])) { tagList.RemoveAt(tgIdx); }
}
// If there were invalid entries, update the array
if (tagList.Count != numTags)
{
tags = tagList.ToArray();
numTags = tags == null ? 0 : tags.Length;
}
}
}
#endregion
#region Public Methods
/// <summary>
/// Call this to manually initialise the component
/// </summary>
public void Initialise()
{
if (!isInitialised)
{
proximityCollider = GetComponent<Collider>();
if (proximityCollider == null)
{
#if UNITY_EDITOR
Debug.LogWarning("[ERROR] SSCProximity could not find a (trigger) collider component. Did you attach one to the " + name + " gameobject?");
#endif
}
else if (!proximityCollider.isTrigger)
{
#if UNITY_EDITOR
Debug.LogWarning("[ERROR] SSCProximity the collider is not a trigger on " + name);
#endif
}
else
{
ValidateTags();
isInitialised = true;
if (!proximityCollider.enabled) { proximityCollider.enabled = true; }
}
}
}
#endregion
}
}