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49 lines
1.6 KiB
49 lines
1.6 KiB
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 ObservableVisibleTrigger : ObservableTriggerBase |
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{ |
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Subject<Unit> onBecameInvisible; |
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/// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary> |
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void OnBecameInvisible() |
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{ |
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if (onBecameInvisible != null) onBecameInvisible.OnNext(Unit.Default); |
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} |
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/// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary> |
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public IObservable<Unit> OnBecameInvisibleAsObservable() |
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{ |
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return onBecameInvisible ?? (onBecameInvisible = new Subject<Unit>()); |
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} |
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Subject<Unit> onBecameVisible; |
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/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary> |
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void OnBecameVisible() |
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{ |
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if (onBecameVisible != null) onBecameVisible.OnNext(Unit.Default); |
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} |
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/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary> |
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public IObservable<Unit> OnBecameVisibleAsObservable() |
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{ |
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return onBecameVisible ?? (onBecameVisible = new Subject<Unit>()); |
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} |
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protected override void RaiseOnCompletedOnDestroy() |
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{ |
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if (onBecameInvisible != null) |
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{ |
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onBecameInvisible.OnCompleted(); |
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} |
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if (onBecameVisible != null) |
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{ |
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onBecameVisible.OnCompleted(); |
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} |
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} |
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} |
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} |