-
Notifications
You must be signed in to change notification settings - Fork 0
/
LocalTrigger.cs
77 lines (69 loc) · 2.7 KB
/
LocalTrigger.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
/*
* Copyright 2021 AlexOttr <[email protected]>
*
* 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;
namespace OttrOne.UdonToolbox
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class LocalTrigger : UdonSharpBehaviour
{
[SerializeField]
private GameObject[] Targets;
[SerializeField]
private bool ExposeEventsToNetwork = false;
/// <summary>
/// React to interaction events on the parent gameobject
/// </summary>
public override void Interact()
{
this._toggle();
}
/// <summary>
/// Exposed event to toggle all known gameobjects
/// </summary>
public void Toggle() { if (ExposeEventsToNetwork) this._Toggle(); }
public void _Toggle() { this._toggle(); }
/// <summary>
/// Exposed event to turn all known gameobjects on
/// </summary>
public void TurnOn() { if (ExposeEventsToNetwork) this._TurnOn(); }
public void _TurnOn()
{
foreach (GameObject target in Targets)
{
target.SetActive(true);
}
}
/// <summary>
/// Exposed event to turn all known gameobjects off
/// </summary>
public void TurnOff() { if (ExposeEventsToNetwork) this._TurnOff(); }
public void _TurnOff()
{
foreach (GameObject target in Targets)
{
target.SetActive(false);
}
}
private void _toggle()
{
foreach (GameObject target in Targets)
{
target.SetActive(!target.activeSelf);
}
}
}
}