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-rw-r--r--Runtime/Graphs/UnityEngine.Graphs/LogicNodeLibrary/Collider/OnCollisionEvent.cs74
1 files changed, 74 insertions, 0 deletions
diff --git a/Runtime/Graphs/UnityEngine.Graphs/LogicNodeLibrary/Collider/OnCollisionEvent.cs b/Runtime/Graphs/UnityEngine.Graphs/LogicNodeLibrary/Collider/OnCollisionEvent.cs
new file mode 100644
index 0000000..acc732e
--- /dev/null
+++ b/Runtime/Graphs/UnityEngine.Graphs/LogicNodeLibrary/Collider/OnCollisionEvent.cs
@@ -0,0 +1,74 @@
+using UnityEngine;
+
+namespace UnityEngine.Graphs.LogicGraph
+{
+ public partial class ColliderNodes
+ {
+ // This is only used for node declaration. Implementation is in the OnCollisionEventDummy monobehaviour.
+ [Logic(typeof(Collider))]
+ public class OnCollisionEvent
+ {
+ [LogicTarget]
+ public Collider self;
+
+ public Action enter;
+ public Action exit;
+ public Action stay;
+
+ private Vector3 m_RelativeVelocity;
+ public Vector3 relativeVelocity
+ {
+ get { return m_RelativeVelocity; }
+ }
+
+ private Collider m_Other;
+ public Collider other
+ {
+ get { return m_Other; }
+ }
+
+ //TODO: would be nice to have, but no nodes in graphs yet know about how to work with arrays
+ //private ContactPoint[] m_Contacts;
+ //public ContactPoint[] contacts
+ //{
+ // get { return m_Contacts; }
+ //}
+
+ internal void EnterDummy(Collision collision)
+ {
+ if (enter == null)
+ return;
+
+ m_RelativeVelocity = collision.relativeVelocity;
+ m_Other = collision.collider;
+ //m_Contacts = collision.contacts;
+
+ enter ();
+ }
+
+ internal void ExitDummy(Collision collision)
+ {
+ if (exit == null)
+ return;
+
+ m_RelativeVelocity = collision.relativeVelocity;
+ m_Other = collision.collider;
+ //m_Contacts = collision.contacts;
+
+ exit();
+ }
+
+ internal void StayDummy(Collision collision)
+ {
+ if (stay == null)
+ return;
+
+ m_RelativeVelocity = collision.relativeVelocity;
+ m_Other = collision.collider;
+ //m_Contacts = collision.contacts;
+
+ stay();
+ }
+ }
+ }
+}