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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class railTriggerSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public string tagToCheck;
public bool railZoneActive = true;
public float bezierDuration;
public BezierSpline railSpline;
public bool checkOnTriggerEnter = true;
public bool checkOnTriggerExit = true;
[Space]
[Header ("Reverse Direction Settings")]
[Space]
public bool setCanChangeDirectionEnabled;
public bool canChangeDirectionEnabled;
[Space]
[Header ("Remote Events Settings")]
[Space]
public bool useRemoteEvents;
public bool useRemoteEventOnStart;
public List<string> remoteEventNameListOnStart = new List<string> ();
public bool useRemoteEventOnEnd;
public List<string> remoteEventNameListOnEnd = new List<string> ();
GameObject currentPlayer;
void OnTriggerEnter (Collider col)
{
checkTriggerInfo (col, true);
}
void OnTriggerExit (Collider col)
{
checkTriggerInfo (col, false);
}
public void checkTriggerInfo (Collider col, bool isEnter)
{
if (!railZoneActive) {
return;
}
if (isEnter) {
if (!checkOnTriggerEnter) {
return;
}
} else {
if (!checkOnTriggerExit) {
return;
}
}
if (!col.gameObject.CompareTag (tagToCheck)) {
return;
}
if (isEnter) {
currentPlayer = col.gameObject;
playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
externalControllerBehavior railExternalControllerBehavior = currentPlayerComponentsManager.getRailExternalControllerBehavior ();
if (railExternalControllerBehavior != null) {
railSystem currentRailSystem = railExternalControllerBehavior.GetComponent<railSystem> ();
currentRailSystem.setCurrentSpline (railSpline);
currentRailSystem.setCurrentBezierDuration (bezierDuration);
currentRailSystem.setRailSystemActivestate (true);
checkRemoteEvents (true, currentPlayer);
if (setCanChangeDirectionEnabled) {
currentRailSystem.setCanChangeDirectionEnabledState (canChangeDirectionEnabled);
}
}
}
} else {
currentPlayer = col.gameObject;
playerComponentsManager currentPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
if (currentPlayerComponentsManager != null) {
externalControllerBehavior railExternalControllerBehavior = currentPlayerComponentsManager.getRailExternalControllerBehavior ();
if (railExternalControllerBehavior != null) {
railSystem currentRailSystem = railExternalControllerBehavior.GetComponent<railSystem> ();
currentRailSystem.setRailSystemActivestate (false);
currentRailSystem.setCurrentSpline (null);
checkRemoteEvents (false, currentPlayer);
if (setCanChangeDirectionEnabled) {
currentRailSystem.setOriginalCanChangeDirectionEnabled ();
}
}
}
}
}
void checkRemoteEvents (bool state, GameObject objectToCheck)
{
if (!useRemoteEvents) {
return;
}
if (state) {
if (useRemoteEventOnStart) {
remoteEventSystem currentRemoteEventSystem = objectToCheck.GetComponent<remoteEventSystem> ();
if (currentRemoteEventSystem != null) {
for (int i = 0; i < remoteEventNameListOnStart.Count; i++) {
currentRemoteEventSystem.callRemoteEvent (remoteEventNameListOnStart [i]);
}
}
}
} else {
if (useRemoteEventOnEnd) {
remoteEventSystem currentRemoteEventSystem = objectToCheck.GetComponent<remoteEventSystem> ();
if (currentRemoteEventSystem != null) {
for (int i = 0; i < remoteEventNameListOnEnd.Count; i++) {
currentRemoteEventSystem.callRemoteEvent (remoteEventNameListOnEnd [i]);
}
}
}
}
}
}