Beispiel #1
0
 private void OnTriggerStay2D(Collider2D other)
 {
     if (other.gameObject.CompareTag("Player") && OnTriggerEnter != null)
     {
         OnTriggerEnter.Invoke(gameObject, other);
     }
 }
 private void PlayerEnter()
 {
     if (Paused)
     {
         _triggered = true;
         return;
     }
     _animator.SetTrigger(PlayerEnterTrigger);
     OnTriggerEnter?.Invoke();
 }
Beispiel #3
0
        /// <summary>
        /// Method to fire trigger events based on certain conditions.
        /// </summary>
        /// <param name="other"></param>
        /// <param name="side"></param>
        public void Trigger(GameObject other, Side side)
        {
            if (!triggeredGameObj.Contains(other))
            {
                triggeredGameObj.Add(other);
                OnTriggerEnter?.Invoke(this, other, side);
            }

            if (!triggeredThisFrame.Contains(other))
            {
                triggeredThisFrame.Add(other);
            }

            OnTrigger?.Invoke(this, other, side);
        }
Beispiel #4
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        public void HandlePhysicsEvents()
        {
            for (int i = 0; i < currentlyCollidingWith.Count; i++)
            {
                if (lastCollidedWith.Contains(currentlyCollidingWith[i]))
                {
                    //Collided with it last frame.
                    if (coll.isTrigger)
                    {
                        OnTriggerStay?.Invoke(currentlyCollidingWith[i]);
                    }
                    else
                    {
                        OnCollisionStay?.Invoke(new TFCollision(currentlyCollidingWith[i]));
                    }
                }
                else
                {
                    //Did not collide with last frame.
                    if (coll.isTrigger)
                    {
                        OnTriggerEnter?.Invoke(currentlyCollidingWith[i]);
                    }
                    else
                    {
                        OnCollisionEnter?.Invoke(new TFCollision(currentlyCollidingWith[i]));
                    }
                }
            }

            for (int w = 0; w < lastCollidedWith.Count; w++)
            {
                //If we've exited collision with a collider.
                if (!currentlyCollidingWith.Contains(lastCollidedWith[w]))
                {
                    if (coll.isTrigger)
                    {
                        OnTriggerExit?.Invoke(lastCollidedWith[w]);
                    }
                    else
                    {
                        OnCollisionExit?.Invoke(new TFCollision(lastCollidedWith[w]));
                    }
                }
            }
            lastCollidedWith = new List <TFCollider>(currentlyCollidingWith);
            currentlyCollidingWith.Clear();
        }
Beispiel #5
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (hitLayers != (hitLayers | (1 << other.gameObject.layer)))
        {
            return;
        }

        if (onlyTriggerOnce && hasTriggered)
        {
            return;
        }

        hasTriggered = true;

        if (onTriggerEnterEvent != null)
        {
            onTriggerEnterEvent.Invoke(other);
        }

        if (disableAfter)
        {
            gameObject.SetActive(false);
        }
    }
 private void OnTriggerEnter2D(Collider2D otherCollider)
 {
     OnTriggerEnter?.Invoke(otherCollider);
 }
 void OnTriggerEnter2D(Collider2D collider)
 {
     OnTriggerEnter?.Invoke(collider);
 }
Beispiel #8
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     OnTriggerEnter?.Invoke(other, gameObject);
 }
Beispiel #9
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        public void DoCollisionCheck(bool triggered = false, CollidAble collidable = null)
        {
            if (IsActiv)
            {
                List <CollidAble> collisions;
                List <int>        alreadyExists = new List <int>();
                if (!triggered)
                {
                    grids      = CollisionDetection.ActivCollisionDetection.UpdateGrids(this);
                    collisions = CollisionDetection.ActivCollisionDetection.CheckCollision(this);
                }
                else
                {
                    collisions = new List <CollidAble>();
                    collisions.Add(collidable);
                }

                if (OnCollisionExit != null || OnTriggerExit != null)
                {
                    for (int i = 0; i < previouseCollisions.Length; i++)
                    {
                        if (!collisions.Contains(previouseCollisions[i]))
                        {
                            if (blocking && previouseCollisions[i].blocking)
                            {
                                OnCollisionExit?.Invoke(previouseCollisions[i], new CollisionArgs(previouseCollisions[i]));
                                if (!triggered)
                                {
                                    collisions[i].DoCollisionCheck(true, this);
                                }
                            }
                            else
                            {
                                OnTriggerExit?.Invoke(previouseCollisions[i], new CollisionArgs(previouseCollisions[i]));
                                if (!triggered)
                                {
                                    collisions[i].DoCollisionCheck(true, this);
                                }
                            }
                        }
                        else
                        {
                            alreadyExists.Add(i);
                        }
                    }
                }

                for (int i = 0; i < collisions.Count; i++)
                {
                    if (!alreadyExists.Contains(i))
                    {
                        if (blocking && collisions[i].blocking)
                        {
                            OnCollisionEnter?.Invoke(collisions[i], new CollisionArgs(collisions[i]));
                            if (!triggered)
                            {
                                collisions[i].DoCollisionCheck(true, this);
                            }
                        }
                        else
                        {
                            OnTriggerEnter?.Invoke(collisions[i], new CollisionArgs(collisions[i]));
                            if (!triggered)
                            {
                                collisions[i].DoCollisionCheck(true, this);
                            }
                        }
                    }
                    else
                    {
                        if (blocking && collisions[i].blocking)
                        {
                            OnCollision?.Invoke(collisions[i], new CollisionArgs(collisions[i]));
                            if (!triggered)
                            {
                                collisions[i].DoCollisionCheck(true, this);
                            }
                        }
                        else
                        {
                            OnTrigger?.Invoke(collisions[i], new CollisionArgs(collisions[i]));
                            if (!triggered)
                            {
                                collisions[i].DoCollisionCheck(true, this);
                            }
                        }
                    }
                }
            }
        }
Beispiel #10
0
 private void OnTriggerEnter2D(Collider2D col)
 {
     OnTriggerEnter?.Invoke(col);
 }
 public void TriggerEnter(ChunkLinker.Chunk chunk)
 {
     Debug.Log("[ENTER] " + chunk.Description);
     OnTriggerEnter?.Invoke(chunk);
 }
Beispiel #12
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 public void FireEventEnter(Rigidbody other) => OnTriggerEnter?.Invoke(other);
 private void OnTriggerEnter2D(Collider2D collision)
 {
     m_onTriggerEnter.Invoke();
 }
Beispiel #14
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 protected override void OnEnter(T component) => OnTriggerEnter?.Invoke();
Beispiel #15
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 public static void TriggerEnter(BC_TriggerData data)
 {
     //DebugManager.LogToFile("[OnTriggerEnter] " + data.collider.name + " entered collision with " + data.myCollider.name);
     OnTriggerEnter?.Invoke(data);
 }