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CrowdControl/Assets/3rd/Plugins/UltEvents/Event Holders/CollisionEvents2D.cs

99 lines
3.7 KiB
C#

3 months ago
// UltEvents // Copyright 2020 Kybernetik //
using UnityEngine;
namespace UltEvents
{
/// <summary>
/// An event that takes a single <see cref="Collision2D"/> parameter.
/// </summary>
[System.Serializable]
public sealed class CollisionEvent2D : UltEvent<Collision2D> { }
/************************************************************************************************************************/
/// <summary>
/// Holds <see cref="UltEvent"/>s which are called by various <see cref="MonoBehaviour"/> 2D collision events:
/// <see cref="OnCollisionEnter2D"/>, <see cref="OnCollisionStay2D"/>, and <see cref="OnCollisionExit2D"/>.
/// </summary>
[AddComponentMenu(UltEventUtils.ComponentMenuPrefix + "Collision Events 2D")]
[HelpURL(UltEventUtils.APIDocumentationURL + "/CollisionEvents2D")]
[DisallowMultipleComponent]
[RequireComponent(typeof(Collider2D))]
public class CollisionEvents2D : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private CollisionEvent2D _CollisionEnterEvent;
/// <summary>Invoked by <see cref="OnCollisionEnter2D"/>.</summary>
public CollisionEvent2D CollisionEnterEvent
{
get
{
if (_CollisionEnterEvent == null)
_CollisionEnterEvent = new CollisionEvent2D();
return _CollisionEnterEvent;
}
set { _CollisionEnterEvent = value; }
}
/// <summary>Invokes <see cref="CollisionEnterEvent"/>.</summary>
public virtual void OnCollisionEnter2D(Collision2D collision)
{
if (_CollisionEnterEvent != null)
_CollisionEnterEvent.Invoke(collision);
}
/************************************************************************************************************************/
[SerializeField]
private CollisionEvent2D _CollisionStayEvent;
/// <summary>Invoked by <see cref="OnCollisionStay2D"/>.</summary>
public CollisionEvent2D CollisionStayEvent
{
get
{
if (_CollisionStayEvent == null)
_CollisionStayEvent = new CollisionEvent2D();
return _CollisionStayEvent;
}
set { _CollisionStayEvent = value; }
}
/// <summary>Invokes <see cref="CollisionStayEvent"/>.</summary>
public virtual void OnCollisionStay2D(Collision2D collision)
{
if (_CollisionStayEvent != null)
_CollisionStayEvent.Invoke(collision);
}
/************************************************************************************************************************/
[SerializeField]
private CollisionEvent2D _CollisionExitEvent;
/// <summary>Invoked by <see cref="OnCollisionExit2D"/>.</summary>
public CollisionEvent2D CollisionExitEvent
{
get
{
if (_CollisionExitEvent == null)
_CollisionExitEvent = new CollisionEvent2D();
return _CollisionExitEvent;
}
set { _CollisionExitEvent = value; }
}
/// <summary>Invokes <see cref="CollisionExitEvent"/>.</summary>
public virtual void OnCollisionExit2D(Collision2D collision)
{
if (_CollisionExitEvent != null)
_CollisionExitEvent.Invoke(collision);
}
/************************************************************************************************************************/
}
}