diff options
Diffstat (limited to 'Thronefall_v1.0/Decompile/SuspendPlayerCollisionUntilNoOverlap.cs')
-rw-r--r-- | Thronefall_v1.0/Decompile/SuspendPlayerCollisionUntilNoOverlap.cs | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/Thronefall_v1.0/Decompile/SuspendPlayerCollisionUntilNoOverlap.cs b/Thronefall_v1.0/Decompile/SuspendPlayerCollisionUntilNoOverlap.cs new file mode 100644 index 0000000..a822b9e --- /dev/null +++ b/Thronefall_v1.0/Decompile/SuspendPlayerCollisionUntilNoOverlap.cs @@ -0,0 +1,96 @@ +using System.Collections.Generic; +using UnityEngine; + +public class SuspendPlayerCollisionUntilNoOverlap : MonoBehaviour +{ + public bool triggerOnEnable = true; + + public LayerMask scanLayer; + + private List<Collider> targetColliders = new List<Collider>(); + + private Collider[] overlaps; + + private bool suspended; + + private CharacterController trackedTarget; + + private void Awake() + { + targetColliders.AddRange(GetComponentsInChildren<Collider>()); + for (int num = targetColliders.Count - 1; num >= 0; num--) + { + if (targetColliders[num].isTrigger) + { + targetColliders.RemoveAt(num); + } + } + } + + private void OnEnable() + { + if (triggerOnEnable) + { + Trigger(); + } + } + + public void Trigger() + { + if (!PlayerManager.Instance) + { + return; + } + suspended = true; + PlayerMovement closestPlayer = PlayerManager.GetClosestPlayer(base.transform.position); + if ((bool)closestPlayer) + { + trackedTarget = closestPlayer.GetComponent<CharacterController>(); + } + foreach (Collider targetCollider in targetColliders) + { + targetCollider.isTrigger = true; + } + } + + private void SwitchBack() + { + suspended = false; + foreach (Collider targetCollider in targetColliders) + { + targetCollider.isTrigger = false; + } + } + + private void Update() + { + if (!suspended) + { + return; + } + if ((bool)trackedTarget) + { + float num = trackedTarget.height / 2f; + Vector3 point = trackedTarget.transform.position + Vector3.down * num; + Vector3 point2 = trackedTarget.transform.position + Vector3.up * num; + overlaps = Physics.OverlapCapsule(point, point2, trackedTarget.radius, scanLayer, QueryTriggerInteraction.Collide); + bool flag = true; + Collider[] array = overlaps; + foreach (Collider item in array) + { + if (targetColliders.Contains(item)) + { + flag = false; + } + } + if (flag) + { + SwitchBack(); + } + } + else + { + SwitchBack(); + } + } +} |