67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
using System; // require keep for Windows Universal App
|
|
using UnityEngine;
|
|
|
|
namespace UniRx.Triggers
|
|
{
|
|
[DisallowMultipleComponent]
|
|
public class ObservableTrigger2DTrigger : ObservableTriggerBase
|
|
{
|
|
Subject<Collider2D> onTriggerEnter2D;
|
|
|
|
/// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary>
|
|
void OnTriggerEnter2D(Collider2D other)
|
|
{
|
|
if (onTriggerEnter2D != null) onTriggerEnter2D.OnNext(other);
|
|
}
|
|
|
|
/// <summary>Sent when another object enters a trigger collider attached to this object (2D physics only).</summary>
|
|
public IObservable<Collider2D> OnTriggerEnter2DAsObservable()
|
|
{
|
|
return onTriggerEnter2D ?? (onTriggerEnter2D = new Subject<Collider2D>());
|
|
}
|
|
|
|
Subject<Collider2D> onTriggerExit2D;
|
|
|
|
/// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary>
|
|
void OnTriggerExit2D(Collider2D other)
|
|
{
|
|
if (onTriggerExit2D != null) onTriggerExit2D.OnNext(other);
|
|
}
|
|
|
|
/// <summary>Sent when another object leaves a trigger collider attached to this object (2D physics only).</summary>
|
|
public IObservable<Collider2D> OnTriggerExit2DAsObservable()
|
|
{
|
|
return onTriggerExit2D ?? (onTriggerExit2D = new Subject<Collider2D>());
|
|
}
|
|
|
|
Subject<Collider2D> onTriggerStay2D;
|
|
|
|
/// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary>
|
|
void OnTriggerStay2D(Collider2D other)
|
|
{
|
|
if (onTriggerStay2D != null) onTriggerStay2D.OnNext(other);
|
|
}
|
|
|
|
/// <summary>Sent each frame where another object is within a trigger collider attached to this object (2D physics only).</summary>
|
|
public IObservable<Collider2D> OnTriggerStay2DAsObservable()
|
|
{
|
|
return onTriggerStay2D ?? (onTriggerStay2D = new Subject<Collider2D>());
|
|
}
|
|
|
|
protected override void RaiseOnCompletedOnDestroy()
|
|
{
|
|
if (onTriggerEnter2D != null)
|
|
{
|
|
onTriggerEnter2D.OnCompleted();
|
|
}
|
|
if (onTriggerExit2D != null)
|
|
{
|
|
onTriggerExit2D.OnCompleted();
|
|
}
|
|
if (onTriggerStay2D != null)
|
|
{
|
|
onTriggerStay2D.OnCompleted();
|
|
}
|
|
}
|
|
}
|
|
} |