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RestrictedToggle.cs
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RestrictedToggle.cs
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/*
* 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 System;
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
namespace OttrOne.UdonToolbox
{
/// <summary>
/// This Behaviour can be used to restrict areas or Items to specific persons or / and world owners.
/// Items selected as Target will be toggled. Means their Active-State changes from off->on and on->off.
///
/// One usage example is a collider blocking access to an area or showing props only to those people
/// It's all local.
/// </summary>
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class RestrictedToggle : UdonSharpBehaviour
{
[TextArea, SerializeField]
private string[] Usernames;
[SerializeField]
private bool IncludeMaster;
[SerializeField]
private GameObject[] Targets;
/// <summary>
/// Filter username teextbox by linebreak and compare the names with the local user.
/// If user is in textbox or: User is Instance master and master is included
/// Toggle all targets to disable colliders or enable stuff
/// </summary>
void Start()
{
if (
Array.IndexOf(Usernames, Networking.LocalPlayer.displayName) != -1
|| (Networking.LocalPlayer.isMaster && IncludeMaster)
)
{
foreach (GameObject target in Targets)
{
target.SetActive(!target.activeSelf);
}
}
}
}
}