/// <summary> /// Raises the trigger exit event. /// </summary> /// <param name="collider">Collider.</param> protected virtual void OnTriggerExit(Collider collider) { CmdEvent.SceneTriggerEventArgs v = new CmdEvent.SceneTriggerEventArgs(); v.ID = ID; v.Handle = this; v.EventID = 0; v.Enter = false; v.Who = collider; GameEngine.GetSingleton().PostEvent( new IEvent(EngineEventType.EVENT_USER, CmdEvent.CMD_SCENE_TRIGGER, v) ); IsStay = false; }
/// <summary> /// Raises the trigger enter event. /// </summary> /// <param name="collider">Collider.</param> protected virtual void OnTriggerEnter(Collider collider) { if (!IsStay) { gameObject.SetActive(!Once); CmdEvent.SceneTriggerEventArgs v = new CmdEvent.SceneTriggerEventArgs(); v.ID = ID; v.Handle = this; v.EventID = 0; v.Enter = true; v.Who = collider; GameEngine.GetSingleton().PostEvent( new IEvent(EngineEventType.EVENT_USER, CmdEvent.CMD_SCENE_TRIGGER, v) ); } }