using System; // require keep for Windows Universal App using UnityEngine; namespace UniRx.Triggers { // for GameObject public static partial class ObservableTriggerExtensions { #region ObservableAnimatorTrigger /// <summary>Callback for setting up animation IK (inverse kinematics).</summary> public static IObservable<int> OnAnimatorIKAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<int>(); return GetOrAddComponent<ObservableAnimatorTrigger>(gameObject).OnAnimatorIKAsObservable(); } /// <summary>Callback for processing animation movements for modifying root motion.</summary> public static IObservable<Unit> OnAnimatorMoveAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableAnimatorTrigger>(gameObject).OnAnimatorMoveAsObservable(); } #endregion #region ObservableCollision2DTrigger /// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary> public static IObservable<Collision2D> OnCollisionEnter2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision2D>(); return GetOrAddComponent<ObservableCollision2DTrigger>(gameObject).OnCollisionEnter2DAsObservable(); } /// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary> public static IObservable<Collision2D> OnCollisionExit2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision2D>(); return GetOrAddComponent<ObservableCollision2DTrigger>(gameObject).OnCollisionExit2DAsObservable(); } /// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary> public static IObservable<Collision2D> OnCollisionStay2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision2D>(); return GetOrAddComponent<ObservableCollision2DTrigger>(gameObject).OnCollisionStay2DAsObservable(); } #endregion #region ObservableCollisionTrigger /// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary> public static IObservable<Collision> OnCollisionEnterAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision>(); return GetOrAddComponent<ObservableCollisionTrigger>(gameObject).OnCollisionEnterAsObservable(); } /// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary> public static IObservable<Collision> OnCollisionExitAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision>(); return GetOrAddComponent<ObservableCollisionTrigger>(gameObject).OnCollisionExitAsObservable(); } /// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary> public static IObservable<Collision> OnCollisionStayAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collision>(); return GetOrAddComponent<ObservableCollisionTrigger>(gameObject).OnCollisionStayAsObservable(); } #endregion #region ObservableDestroyTrigger /// <summary>This function is called when the MonoBehaviour will be destroyed.</summary> public static IObservable<Unit> OnDestroyAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Return(Unit.Default); // send destroy message return GetOrAddComponent<ObservableDestroyTrigger>(gameObject).OnDestroyAsObservable(); } #endregion #region ObservableEnableTrigger /// <summary>This function is called when the object becomes enabled and active.</summary> public static IObservable<Unit> OnEnableAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableEnableTrigger>(gameObject).OnEnableAsObservable(); } /// <summary>This function is called when the behaviour becomes disabled () or inactive.</summary> public static IObservable<Unit> OnDisableAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableEnableTrigger>(gameObject).OnDisableAsObservable(); } #endregion #region ObservableFixedUpdateTrigger /// <summary>This function is called every fixed framerate frame, if the MonoBehaviour is enabled.</summary> public static IObservable<Unit> FixedUpdateAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableFixedUpdateTrigger>(gameObject).FixedUpdateAsObservable(); } #endregion #region ObservableLateUpdateTrigger /// <summary>LateUpdate is called every frame, if the Behaviour is enabled.</summary> public static IObservable<Unit> LateUpdateAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableLateUpdateTrigger>(gameObject).LateUpdateAsObservable(); } #endregion #if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_METRO) #region ObservableMouseTrigger /// <summary>OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.</summary> public static IObservable<Unit> OnMouseDownAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseDownAsObservable(); } /// <summary>OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.</summary> public static IObservable<Unit> OnMouseDragAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseDragAsObservable(); } /// <summary>OnMouseEnter is called when the mouse entered the GUIElement or Collider.</summary> public static IObservable<Unit> OnMouseEnterAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseEnterAsObservable(); } /// <summary>OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.</summary> public static IObservable<Unit> OnMouseExitAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseExitAsObservable(); } /// <summary>OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.</summary> public static IObservable<Unit> OnMouseOverAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseOverAsObservable(); } /// <summary>OnMouseUp is called when the user has released the mouse button.</summary> public static IObservable<Unit> OnMouseUpAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseUpAsObservable(); } /// <summary>OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.</summary> public static IObservable<Unit> OnMouseUpAsButtonAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableMouseTrigger>(gameObject).OnMouseUpAsButtonAsObservable(); } #endregion #endif #region ObservableTrigger2DTrigger /// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary> public static IObservable<Collider2D> OnTriggerEnter2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider2D>(); return GetOrAddComponent<ObservableTrigger2DTrigger>(gameObject).OnTriggerEnter2DAsObservable(); } /// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary> public static IObservable<Collider2D> OnTriggerExit2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider2D>(); return GetOrAddComponent<ObservableTrigger2DTrigger>(gameObject).OnTriggerExit2DAsObservable(); } /// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary> public static IObservable<Collider2D> OnTriggerStay2DAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider2D>(); return GetOrAddComponent<ObservableTrigger2DTrigger>(gameObject).OnTriggerStay2DAsObservable(); } #endregion #region ObservableTriggerTrigger /// <summary>OnTriggerEnter is called when the Collider other enters the trigger.</summary> public static IObservable<Collider> OnTriggerEnterAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider>(); return GetOrAddComponent<ObservableTriggerTrigger>(gameObject).OnTriggerEnterAsObservable(); } /// <summary>OnTriggerExit is called when the Collider other has stopped touching the trigger.</summary> public static IObservable<Collider> OnTriggerExitAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider>(); return GetOrAddComponent<ObservableTriggerTrigger>(gameObject).OnTriggerExitAsObservable(); } /// <summary>OnTriggerStay is called once per frame for every Collider other that is touching the trigger.</summary> public static IObservable<Collider> OnTriggerStayAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Collider>(); return GetOrAddComponent<ObservableTriggerTrigger>(gameObject).OnTriggerStayAsObservable(); } #endregion #region ObservableUpdateTrigger /// <summary>Update is called every frame, if the MonoBehaviour is enabled.</summary> public static IObservable<Unit> UpdateAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableUpdateTrigger>(gameObject).UpdateAsObservable(); } #endregion #region ObservableVisibleTrigger /// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary> public static IObservable<Unit> OnBecameInvisibleAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableVisibleTrigger>(gameObject).OnBecameInvisibleAsObservable(); } /// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary> public static IObservable<Unit> OnBecameVisibleAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableVisibleTrigger>(gameObject).OnBecameVisibleAsObservable(); } #endregion #if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5) #region ObservableTransformChangedTrigger /// <summary>Callback sent to the graphic before a Transform parent change occurs.</summary> public static IObservable<Unit> OnBeforeTransformParentChangedAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableTransformChangedTrigger>(gameObject).OnBeforeTransformParentChangedAsObservable(); } /// <summary>This function is called when the parent property of the transform of the GameObject has changed.</summary> public static IObservable<Unit> OnTransformParentChangedAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableTransformChangedTrigger>(gameObject).OnTransformParentChangedAsObservable(); } /// <summary>This function is called when the list of children of the transform of the GameObject has changed.</summary> public static IObservable<Unit> OnTransformChildrenChangedAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableTransformChangedTrigger>(gameObject).OnTransformChildrenChangedAsObservable(); } #endregion #region ObservableCanvasGroupChangedTrigger /// <summary>Callback that is sent if the canvas group is changed.</summary> public static IObservable<Unit> OnCanvasGroupChangedAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableCanvasGroupChangedTrigger>(gameObject).OnCanvasGroupChangedAsObservable(); } #endregion #region ObservableRectTransformTrigger /// <summary>Callback that is sent if an associated RectTransform has it's dimensions changed.</summary> public static IObservable<Unit> OnRectTransformDimensionsChangeAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableRectTransformTrigger>(gameObject).OnRectTransformDimensionsChangeAsObservable(); } /// <summary>Callback that is sent if an associated RectTransform is removed.</summary> public static IObservable<Unit> OnRectTransformRemovedAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableRectTransformTrigger>(gameObject).OnRectTransformRemovedAsObservable(); } #endregion #endif #region ObservableParticleTrigger /// <summary>OnParticleCollision is called when a particle hits a collider.</summary> public static IObservable<GameObject> OnParticleCollisionAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<GameObject>(); return GetOrAddComponent<ObservableParticleTrigger>(gameObject).OnParticleCollisionAsObservable(); } #if UNITY_5_4_OR_NEWER /// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary> public static IObservable<Unit> OnParticleTriggerAsObservable(this GameObject gameObject) { if (gameObject == null) return Observable.Empty<Unit>(); return GetOrAddComponent<ObservableParticleTrigger>(gameObject).OnParticleTriggerAsObservable(); } #endif #endregion static T GetOrAddComponent<T>(GameObject gameObject) where T : Component { var component = gameObject.GetComponent<T>(); if (component == null) { component = gameObject.AddComponent<T>(); } return component; } } }