You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
67 lines
2.5 KiB
67 lines
2.5 KiB
11 months ago
|
using System; // require keep for Windows Universal App
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace UniRx.Triggers
|
||
|
{
|
||
|
[DisallowMultipleComponent]
|
||
|
public class ObservableCollisionTrigger : ObservableTriggerBase
|
||
|
{
|
||
|
Subject<Collision> onCollisionEnter;
|
||
|
|
||
|
/// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary>
|
||
|
void OnCollisionEnter(Collision collision)
|
||
|
{
|
||
|
if (onCollisionEnter != null) onCollisionEnter.OnNext(collision);
|
||
|
}
|
||
|
|
||
|
/// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary>
|
||
|
public IObservable<Collision> OnCollisionEnterAsObservable()
|
||
|
{
|
||
|
return onCollisionEnter ?? (onCollisionEnter = new Subject<Collision>());
|
||
|
}
|
||
|
|
||
|
Subject<Collision> onCollisionExit;
|
||
|
|
||
|
/// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary>
|
||
|
void OnCollisionExit(Collision collisionInfo)
|
||
|
{
|
||
|
if (onCollisionExit != null) onCollisionExit.OnNext(collisionInfo);
|
||
|
}
|
||
|
|
||
|
/// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary>
|
||
|
public IObservable<Collision> OnCollisionExitAsObservable()
|
||
|
{
|
||
|
return onCollisionExit ?? (onCollisionExit = new Subject<Collision>());
|
||
|
}
|
||
|
|
||
|
Subject<Collision> onCollisionStay;
|
||
|
|
||
|
/// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary>
|
||
|
void OnCollisionStay(Collision collisionInfo)
|
||
|
{
|
||
|
if (onCollisionStay != null) onCollisionStay.OnNext(collisionInfo);
|
||
|
}
|
||
|
|
||
|
/// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary>
|
||
|
public IObservable<Collision> OnCollisionStayAsObservable()
|
||
|
{
|
||
|
return onCollisionStay ?? (onCollisionStay = new Subject<Collision>());
|
||
|
}
|
||
|
|
||
|
protected override void RaiseOnCompletedOnDestroy()
|
||
|
{
|
||
|
if (onCollisionEnter != null)
|
||
|
{
|
||
|
onCollisionEnter.OnCompleted();
|
||
|
}
|
||
|
if (onCollisionExit != null)
|
||
|
{
|
||
|
onCollisionExit.OnCompleted();
|
||
|
}
|
||
|
if (onCollisionStay != null)
|
||
|
{
|
||
|
onCollisionStay.OnCompleted();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|