12345678910111213141516171819202122232425262728293031323334353637 |
- /*
- * Copyright (c) 2015 Razeware LLC
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
- using UnityEngine;
- using System.Collections;
- /// <summary>
- /// This script makes sure that a bomb can be laid down at the player's feet without causing buggy movement when the player walks away.
- /// It disables the trigger on the collider, essentially making the object solid.
- /// </summary>
- public class DisableTriggerOnPlayerExit : MonoBehaviour {
- public void OnTriggerExit(Collider other) {
- if (other.gameObject.CompareTag("Player")) { // When the player exits the trigger area
- GetComponent<Collider>().isTrigger = false; // Disable the trigger
- }
- }
- }
|