private void OnTriggerEnter(Collider collider) { FriendZoneListener friendZoneListener = collider.GetComponent <FriendZoneListener>(); if (friendZoneListener) { friendZoneListener.NotifyMeInZone(); } }
private bool isBlinking; // If true, the FriendZone is currently blinking. (effect used in the tutorial) public FriendZone(FriendZonesEnum friendZoneEnum, IFriendZoneShape friendZoneShape, FriendZoneCollector friendZoneCollector) { // Initialize attributes FriendZoneEnum = friendZoneEnum; FriendZoneShapeController = new FriendZoneShapeController(friendZoneShape); LineRenderer = friendZoneCollector.lineRenderer; MeshCollider = friendZoneCollector.meshCollider; MeshFilter = friendZoneCollector.meshFilter; Gauge = new Gauge(); meshRenderer = friendZoneCollector.meshRenderer; // Initialize colors switch (friendZoneEnum) { case FriendZonesEnum.NoGo: outColor = FriendZonesConstants.NoGoZoneOutColor; inColor = FriendZonesConstants.NoGoZoneInColor; break; case FriendZonesEnum.Discomfort: outColor = FriendZonesConstants.DiscomfortZoneOutColor; inColor = FriendZonesConstants.DiscomfortZoneInColor; break; case FriendZonesEnum.Comfort: outColor = FriendZonesConstants.ComfortZoneOutColor; inColor = FriendZonesConstants.ComfortZoneInColor; break; case FriendZonesEnum.Distant: outColor = FriendZonesConstants.DistantZoneOutColor; inColor = FriendZonesConstants.DistantZoneInColor; break; } UpdateColor(outColor); // Setup FriendZone listener's reference to this class FriendZoneListener friendZoneListener = friendZoneCollector.friendZoneListener; friendZoneListener.SetCorrespondingFriendZone(this); }