using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Events;
namespace VRSDK.Climbing
{
///
/// Use this script in the GameObject being affected by climbing in our case the Player gameObject
///
public class ClimbingTarget : MonoBehaviour
{
[SerializeField] private UnityEvent onClimbStart = null;
[SerializeField] private UnityEvent onClimbEnd = null;
private List climbPointList = new List();
private ClimbPoint activeClimbPoint = null;
public UnityEvent OnClimbStart { get { return onClimbStart; } }
public UnityEvent OnClimbEnd { get { return onClimbEnd; } }
private void Update()
{
if (activeClimbPoint != null)
{
activeClimbPoint.SetClimbingPosition();
}
}
private void OnClimbPointReleased(ClimbPoint climbPoint)
{
climbPointList.Remove(climbPoint);
if (activeClimbPoint == climbPoint)
{
activeClimbPoint = GetActiveClimbPoint();
if (activeClimbPoint != null)
{
activeClimbPoint.OnClimbPointActive();
}
else
{
onClimbEnd.Invoke();
}
}
}
public void AddActiveClimbPoint(ClimbPoint climbPoint)
{
climbPointList.Add(climbPoint);
climbPoint.OnGrabStateChange.AddListener( delegate(GrabState state)
{
if (state == GrabState.Drop)
{
OnClimbPointReleased(climbPoint);
}
} );
if (activeClimbPoint == null)
{
activeClimbPoint = GetActiveClimbPoint();
if (activeClimbPoint != null)
{
activeClimbPoint.OnClimbPointActive();
onClimbStart.Invoke();
}
}
}
private ClimbPoint GetActiveClimbPoint()
{
if (climbPointList.Count == 0)
return null;
return climbPointList[0];
}
}
}