110 lines
3.2 KiB
C#
110 lines
3.2 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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using NWH.NUI;
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#endif
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#endregion
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namespace NWH.Common.Vehicles
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{
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/// <summary>
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/// Automatically enables/disables a GameObject based on parent vehicle's active state.
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/// Useful for optimizing performance by disabling effects, audio, or visuals when a vehicle is inactive.
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/// </summary>
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/// <remarks>
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/// Attach this component to child objects that should only be active when the vehicle is being
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/// simulated. When the vehicle is put to sleep (disabled), attached objects are also disabled,
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/// saving processing time for effects that wouldn't be visible anyway.
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/// </remarks>
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[DefaultExecutionOrder(21)]
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public partial class FollowVehicleState : MonoBehaviour
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{
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private Vehicle _vc;
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private void OnEnable()
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{
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_vc = GetComponentInParent<Vehicle>();
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if (_vc == null)
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{
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Debug.LogError("VehicleController not found.");
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}
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_vc.onEnable.AddListener(OnVehicleWake);
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_vc.onDisable.AddListener(OnVehicleSleep);
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if (_vc.enabled)
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{
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OnVehicleWake();
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}
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else
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{
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OnVehicleSleep();
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}
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}
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private void OnDisable()
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{
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// Clean up event listeners to prevent memory leaks
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if (_vc != null)
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{
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_vc.onEnable.RemoveListener(OnVehicleWake);
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_vc.onDisable.RemoveListener(OnVehicleSleep);
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}
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}
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private void OnVehicleWake()
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{
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gameObject.SetActive(true);
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}
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private void OnVehicleSleep()
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{
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gameObject.SetActive(false);
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}
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}
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}
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#if UNITY_EDITOR
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namespace NWH.Common.Vehicles
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{
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[CustomEditor(typeof(FollowVehicleState))]
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[CanEditMultipleObjects]
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public partial class FollowVehicleStateEditor : NUIEditor
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{
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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drawer.Info("Enables/disables the GameObject based on Vehicle state (awake/asleep).");
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drawer.EndEditor(this);
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return true;
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}
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public override bool UseDefaultMargins()
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{
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return false;
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}
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}
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}
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#endif |