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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();
}
}
}
}
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