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