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forked from cgvr/DeltaVR

made radio button collision less flaky

This commit is contained in:
2026-03-01 13:44:40 +02:00
parent 5e6bb24c27
commit 73fad024c0
5 changed files with 55 additions and 7 deletions

View File

@@ -55,15 +55,21 @@ public class ReleasableButton : MonoBehaviour
private void Activate() private void Activate()
{ {
movableParts.DOLocalMoveY(downPositionY, moveDuration); movableParts.DOLocalMoveY(downPositionY, moveDuration).OnComplete(() =>
{
isButtonDown = true; isButtonDown = true;
});
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject); AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject);
} }
private void Deactivate() private void Deactivate()
{ {
movableParts.DOLocalMoveY(upPositionY, moveDuration); movableParts.DOLocalMoveY(upPositionY, moveDuration).OnComplete(() =>
{
isButtonDown = false; isButtonDown = false;
});
AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject); AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.Click, gameObject);
} }
} }

View File

@@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonTrigger : MonoBehaviour
{
public bool isEnter;
public ReleasableButton button;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
}
private void OnTriggerExit(Collider other)
{
}
}

View File

@@ -0,0 +1,11 @@
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