コード例 #1
0
        protected virtual void onTrigger(Collider other, TriggerResultState state)
        {
            if (entityManager == null)
            {
                return;
            }
            if (entityManager.Exists(entity) == false)
            {
                return;
            }

            if (EntityBehaviour.getEntity(other.attachedRigidbody, out Entity transformEntity, entityManager.World))
            {
                entityManager.GetBuffer <PhysicsTriggerResults>(entity).Add(new PhysicsTriggerResults {
                    state = state, entity = transformEntity
                });
            }
コード例 #2
0
        void OnValidate()
        {
            //
            if (triggerFxResultStateInclude == TriggerResultState.Stay)
            {
                Debug.LogError("triggerFxResultStateInclude == TriggerResultState.Stay", this);
                triggerFxResultStateInclude = TriggerResultState.None;
            }


            //
            if (_actorType > ActorTypes.__PhysicsTrigger_Begin__ && _actorType < ActorTypes.__PhysicsTrigger_End__)
            {
                return;
            }

            Debug.LogError($"{_actorType} > ActorTypes.__PhysicsTrigger_Begin__ && {_actorType} < ActorTypes.__PhysicsTrigger_End__", this);

            _actorType = ActorTypes.__PhysicsTrigger_Begin__ + 1;
        }
コード例 #3
0
        protected override void onTrigger(Collider other, TriggerResultState state)
        {
            if (entityManager == null)
            {
                return;
            }
            if (entityManager.Exists(entity) == false)
            {
                return;
            }


            if (EntityBehaviour.getEntity(other.attachedRigidbody, out Entity transformEntity, entityManager.World))
            {
                if (entityManager.HasComponent <WeaponInstalledState>(transformEntity))
                {
                    return;
                }

                entityManager.GetBuffer <PhysicsTriggerResults>(entity).Add(new PhysicsTriggerResults {
                    state = state, entity = transformEntity
                });
            }