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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();
}
}
}
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