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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<Rigidbody>();
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);
}
}
}
}
}
}
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