using UnityEngine; [AddComponentMenu("Relief Terrain/Helpers/Resolve Hole Collision for multiple child colliders")] public class ResolveHoleCollisionMultiple : MonoBehaviour { public Collider[] childColliders; public Collider[] entranceTriggers; public TerrainCollider[] terrainColliders; public float checkOffset = 1f; public bool StartBelowGroundSurface; private TerrainCollider terrainColliderForUpdate; private Rigidbody _rigidbody; private void Awake() { _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++) { for (int k = 0; k < childColliders.Length; k++) { if (terrainColliders[j] != null && childColliders[k] != null) { Physics.IgnoreCollision(childColliders[k], terrainColliders[j], ignore: true); } } } } private void OnTriggerEnter(Collider other) { for (int i = 0; i < entranceTriggers.Length; i++) { if (!(entranceTriggers[i] == other)) { continue; } for (int j = 0; j < terrainColliders.Length; j++) { for (int k = 0; k < childColliders.Length; k++) { if (childColliders[k] != null && terrainColliders[j] != null) { Physics.IgnoreCollision(childColliders[k], 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++) { for (int j = 0; j < childColliders.Length; j++) { if (childColliders[j] != null && terrainColliders[i] != null) { Physics.IgnoreCollision(childColliders[j], terrainColliders[i], ignore: false); } } } } terrainColliderForUpdate = null; } private void OnTriggerExit(Collider other) { for (int i = 0; i < entranceTriggers.Length; i++) { if (!(entranceTriggers[i] == other)) { continue; } for (int j = 0; j < terrainColliders.Length; j++) { for (int k = 0; k < childColliders.Length; k++) { if (childColliders[k] != null && terrainColliders[j] != null) { Physics.IgnoreCollision(childColliders[k], terrainColliders[j], ignore: false); } } } } } }