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ColliderToggle.cs
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54 lines (49 loc) · 1.89 KB
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/*
* Copyright 2021 AlexOttr <alex@ottr.one>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
namespace OttrOne.UdonToolbox
{
/// <summary>
/// This script toggles ingame items depending if a player enters or leaves the area of a trigger collider
///
/// Example usages are mirrors that only activate in certain areas.
/// </summary>
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class ColliderToggle : UdonSharpBehaviour
{
public GameObject[] Targets;
public override void OnPlayerTriggerEnter(VRCPlayerApi player)
{
this.Toggle(player);
}
public override void OnPlayerTriggerExit(VRCPlayerApi player)
{
this.Toggle(player);
}
private void Toggle(VRCPlayerApi player)
{
if (player.isLocal)
{
foreach (GameObject target in Targets)
{
target.SetActive(!target.activeSelf);
}
}
}
}
}