using System;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityStandardAssets.Utility
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{
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public class ActivateTrigger : MonoBehaviour
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{
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// A multi-purpose script which causes an action to occur when
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// a trigger collider is entered.
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public enum Mode
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{
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Trigger = 0, // Just broadcast the action on to the target
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Replace = 1, // replace target with source
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Activate = 2, // Activate the target GameObject
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Enable = 3, // Enable a component
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Animate = 4, // Start animation on target
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Deactivate = 5 // Decativate target GameObject
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}
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public Mode action = Mode.Activate; // The action to accomplish
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public Object target; // The game object to affect. If none, the trigger work on this game object
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public GameObject source;
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public int triggerCount = 1;
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public bool repeatTrigger = false;
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private void DoActivateTrigger()
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{
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triggerCount--;
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if (triggerCount == 0 || repeatTrigger)
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{
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Object currentTarget = target ?? gameObject;
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Behaviour targetBehaviour = currentTarget as Behaviour;
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GameObject targetGameObject = currentTarget as GameObject;
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if (targetBehaviour != null)
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{
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targetGameObject = targetBehaviour.gameObject;
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}
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switch (action)
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{
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case Mode.Trigger:
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if (targetGameObject != null)
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{
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targetGameObject.BroadcastMessage("DoActivateTrigger");
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}
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break;
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case Mode.Replace:
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if (source != null)
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{
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if (targetGameObject != null)
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{
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Instantiate(source, targetGameObject.transform.position,
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targetGameObject.transform.rotation);
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DestroyObject(targetGameObject);
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}
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}
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break;
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case Mode.Activate:
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if (targetGameObject != null)
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{
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targetGameObject.SetActive(true);
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}
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break;
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case Mode.Enable:
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if (targetBehaviour != null)
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{
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targetBehaviour.enabled = true;
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}
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break;
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case Mode.Animate:
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if (targetGameObject != null)
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{
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targetGameObject.GetComponent<Animation>().Play();
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}
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break;
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case Mode.Deactivate:
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if (targetGameObject != null)
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{
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targetGameObject.SetActive(false);
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}
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break;
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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DoActivateTrigger();
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}
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}
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}
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