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67 lines
2.5 KiB
67 lines
2.5 KiB
11 months ago
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using System; // require keep for Windows Universal App
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using UnityEngine;
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namespace UniRx.Triggers
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{
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[DisallowMultipleComponent]
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public class ObservableTrigger2DTrigger : ObservableTriggerBase
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{
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Subject<Collider2D> onTriggerEnter2D;
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/// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary>
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void OnTriggerEnter2D(Collider2D other)
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{
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if (onTriggerEnter2D != null) onTriggerEnter2D.OnNext(other);
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}
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/// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary>
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public IObservable<Collider2D> OnTriggerEnter2DAsObservable()
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{
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return onTriggerEnter2D ?? (onTriggerEnter2D = new Subject<Collider2D>());
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}
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Subject<Collider2D> onTriggerExit2D;
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/// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary>
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void OnTriggerExit2D(Collider2D other)
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{
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if (onTriggerExit2D != null) onTriggerExit2D.OnNext(other);
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}
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/// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary>
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public IObservable<Collider2D> OnTriggerExit2DAsObservable()
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{
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return onTriggerExit2D ?? (onTriggerExit2D = new Subject<Collider2D>());
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}
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Subject<Collider2D> onTriggerStay2D;
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/// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary>
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void OnTriggerStay2D(Collider2D other)
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{
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if (onTriggerStay2D != null) onTriggerStay2D.OnNext(other);
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}
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/// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary>
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public IObservable<Collider2D> OnTriggerStay2DAsObservable()
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{
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return onTriggerStay2D ?? (onTriggerStay2D = new Subject<Collider2D>());
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}
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protected override void RaiseOnCompletedOnDestroy()
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{
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if (onTriggerEnter2D != null)
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{
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onTriggerEnter2D.OnCompleted();
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}
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if (onTriggerExit2D != null)
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{
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onTriggerExit2D.OnCompleted();
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}
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if (onTriggerStay2D != null)
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{
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onTriggerStay2D.OnCompleted();
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}
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}
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}
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}
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