using UnityEngine; [AddComponentMenu("Relief Terrain/Helpers/Resolve Hole Collision")] [RequireComponent(typeof(Collider))] public class ResolveHoleCollision : MonoBehaviour { public Collider[] entranceTriggers; public TerrainCollider[] terrainColliders; public float checkOffset = 1f; public bool StartBelowGroundSurface; private TerrainCollider terrainColliderForUpdate; private Collider _collider; private Rigidbody _rigidbody; private void Awake() { _collider = GetComponent(); _rigidbody = GetComponent(); for (int i = 0; i < entranceTriggers.Length; i++) { if (entranceTriggers[i] != null) { entranceTriggers[i].isTrigger = true; } } if (!(_rigidbody != null) || !StartBelowGroundSurface) { return; } for (int j = 0; j < terrainColliders.Length; j++) { if (terrainColliders[j] != null && _collider != null) { Physics.IgnoreCollision(_collider, terrainColliders[j], ignore: true); } } } private void OnTriggerEnter(Collider other) { if (_collider == null) { return; } for (int i = 0; i < entranceTriggers.Length; i++) { if (entranceTriggers[i] == other) { for (int j = 0; j < terrainColliders.Length; j++) { Physics.IgnoreCollision(_collider, terrainColliders[j], ignore: true); } } } } private void FixedUpdate() { if (!terrainColliderForUpdate) { return; } RaycastHit hitInfo = default(RaycastHit); if (terrainColliderForUpdate.Raycast(new Ray(base.transform.position + Vector3.up * checkOffset, Vector3.down), out hitInfo, float.PositiveInfinity)) { for (int i = 0; i < terrainColliders.Length; i++) { Physics.IgnoreCollision(_collider, terrainColliders[i], ignore: false); } } terrainColliderForUpdate = null; } private void OnTriggerExit(Collider other) { if (_collider == null) { return; } for (int i = 0; i < entranceTriggers.Length; i++) { if (entranceTriggers[i] == other) { for (int j = 0; j < terrainColliders.Length; j++) { Physics.IgnoreCollision(_collider, terrainColliders[j], ignore: false); } } } } }