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56 lines
1.8 KiB
56 lines
1.8 KiB
1 year 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 ObservableParticleTrigger : ObservableTriggerBase
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{
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Subject<GameObject> onParticleCollision;
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#if UNITY_5_4_OR_NEWER
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Subject<Unit> onParticleTrigger;
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#endif
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/// <summary>OnParticleCollision is called when a particle hits a collider.</summary>
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void OnParticleCollision(GameObject other)
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{
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if (onParticleCollision != null) onParticleCollision.OnNext(other);
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}
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/// <summary>OnParticleCollision is called when a particle hits a collider.</summary>
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public IObservable<GameObject> OnParticleCollisionAsObservable()
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{
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return onParticleCollision ?? (onParticleCollision = new Subject<GameObject>());
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}
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#if UNITY_5_4_OR_NEWER
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/// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary>
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void OnParticleTrigger()
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{
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if (onParticleTrigger != null) onParticleTrigger.OnNext(Unit.Default);
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}
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/// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary>
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public IObservable<Unit> OnParticleTriggerAsObservable()
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{
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return onParticleTrigger ?? (onParticleTrigger = new Subject<Unit>());
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}
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#endif
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protected override void RaiseOnCompletedOnDestroy()
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{
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if (onParticleCollision != null)
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{
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onParticleCollision.OnCompleted();
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}
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#if UNITY_5_4_OR_NEWER
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if (onParticleTrigger != null)
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{
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onParticleTrigger.OnCompleted();
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}
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#endif
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}
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}
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}
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