49 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			49 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
 | |
| using UnityEngine.Events;
 | |
| 
 | |
| namespace UnityEngine.XR.Content.Interaction
 | |
| {
 | |
|     /// <summary>
 | |
|     /// Detects a collision with a tagged collider, replacing this object with a 'broken' version
 | |
|     /// </summary>
 | |
|     public class Breakable : MonoBehaviour
 | |
|     {
 | |
|         [Serializable] public class BreakEvent : UnityEvent<GameObject, GameObject> { }
 | |
| 
 | |
|         [SerializeField]
 | |
|         [Tooltip("The 'broken' version of this object.")]
 | |
|         GameObject m_BrokenVersion;
 | |
| 
 | |
|         [SerializeField]
 | |
|         [Tooltip("The tag a collider must have to cause this object to break.")]
 | |
|         string m_ColliderTag = "Destroyer";
 | |
| 
 | |
|         [SerializeField]
 | |
|         [Tooltip("Events to fire when a matching object collides and break this object. " +
 | |
|             "The first parameter is the colliding object, the second parameter is the 'broken' version.")]
 | |
|         BreakEvent m_OnBreak = new BreakEvent();
 | |
| 
 | |
|         bool m_Destroyed = false;
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Events to fire when a matching object collides and break this object.
 | |
|         /// The first parameter is the colliding object, the second parameter is the 'broken' version.
 | |
|         /// </summary>
 | |
|         public BreakEvent onBreak => m_OnBreak;
 | |
| 
 | |
|         void OnCollisionEnter(Collision collision)
 | |
|         {
 | |
|             if (m_Destroyed)
 | |
|                 return;
 | |
| 
 | |
|             if (collision.gameObject.tag.Equals(m_ColliderTag, System.StringComparison.InvariantCultureIgnoreCase))
 | |
|             {
 | |
|                 m_Destroyed = true;
 | |
|                 var brokenVersion = Instantiate(m_BrokenVersion, transform.position, transform.rotation);
 | |
|                 m_OnBreak.Invoke(collision.gameObject, brokenVersion);
 | |
|                 Destroy(gameObject);
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 |