上海虹口龙之梦项目
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11 months ago
using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableCollision2DTrigger : ObservableTriggerBase
{
Subject<Collision2D> onCollisionEnter2D;
/// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary>
void OnCollisionEnter2D(Collision2D coll)
{
if (onCollisionEnter2D != null) onCollisionEnter2D.OnNext(coll);
}
/// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary>
public IObservable<Collision2D> OnCollisionEnter2DAsObservable()
{
return onCollisionEnter2D ?? (onCollisionEnter2D = new Subject<Collision2D>());
}
Subject<Collision2D> onCollisionExit2D;
/// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary>
void OnCollisionExit2D(Collision2D coll)
{
if (onCollisionExit2D != null) onCollisionExit2D.OnNext(coll);
}
/// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary>
public IObservable<Collision2D> OnCollisionExit2DAsObservable()
{
return onCollisionExit2D ?? (onCollisionExit2D = new Subject<Collision2D>());
}
Subject<Collision2D> onCollisionStay2D;
/// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary>
void OnCollisionStay2D(Collision2D coll)
{
if (onCollisionStay2D != null) onCollisionStay2D.OnNext(coll);
}
/// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary>
public IObservable<Collision2D> OnCollisionStay2DAsObservable()
{
return onCollisionStay2D ?? (onCollisionStay2D = new Subject<Collision2D>());
}
protected override void RaiseOnCompletedOnDestroy()
{
if (onCollisionEnter2D != null)
{
onCollisionEnter2D.OnCompleted();
}
if (onCollisionExit2D != null)
{
onCollisionExit2D.OnCompleted();
}
if (onCollisionStay2D != null)
{
onCollisionStay2D.OnCompleted();
}
}
}
}