Esempio n. 1
0
 // Called if actor trigger is attached
 // TODO: if i need to add multiple triggers of same type then try with Multiple dictionaries
 // Ex. Dictionary<System.Type,List<ActorTriggerBase>>
 public virtual void ActorTriggerAttached(ActorTriggerBase triggerBase)
 {
     if (m_AllActorTriggerBaseAttached.ContainsKey(triggerBase.GetType()) != true)
     {
         m_AllActorTriggerBaseAttached.Add(triggerBase.GetType(), triggerBase);
         triggerBase.Enabled = true;
     }
     else
     {
         triggerBase.gameObject.SetActive(false);
         Debug.LogError("Already 'ActorTriggerBase' of type '" + triggerBase.GetType() + "' attached to game object '" + gameObject.name + "'");
         Debug.Break();
     }
 }
Esempio n. 2
0
 // Called when actor trigger is detached
 public virtual void ActorTriggerDetached(ActorTriggerBase triggerBase)
 {
     if (m_AllActorTriggerBaseAttached.ContainsKey(triggerBase.GetType()) == true)
     {
         if (m_AllActorTriggerBaseAttached.ContainsValue(triggerBase) == true)
         {
             triggerBase.Enabled = false;
             if (m_AllActorTriggerBaseAttached.Remove(triggerBase.GetType()) == false)
             {
                 triggerBase.gameObject.SetActive(false);
                 Debug.LogError("Unable to remove 'ActorTriggerBase' of type '" + triggerBase.GetType() + "' attached to game object '" + gameObject.name + "'");
                 Debug.Break();
             }
         }
     }
 }