using NaughtyAttributes; using UnityEngine; namespace GameplayIngredients.Events { [RequireComponent(typeof(Collider))] public class OnColliderEvent : EventBase { public Callable[] onCollisionEnter; public Callable[] onCollisionExit; public bool OnlyInteractWithTag = false; [EnableIf("OnlyInteractWithTag")] public string Tag = "Player"; private void OnCollisionEnter(Collision other) { if (OnlyInteractWithTag && other.collider.tag == Tag) { Callable.Call(onCollisionEnter, other.collider.gameObject); } if (!OnlyInteractWithTag) { Callable.Call(onCollisionEnter, other.collider.gameObject); } } private void OnCollisionExit(Collision other) { if (OnlyInteractWithTag && other.collider.tag == Tag) { Callable.Call(onCollisionExit, other.collider.gameObject); } if (!OnlyInteractWithTag) { Callable.Call(onCollisionExit, other.collider.gameObject); } } } }