CORE dashboard + a lot of changes
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using System;
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using System.Collections.Generic;
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using RPGCore.Core.Objects;
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using RPGCore.ObjectModules.EventObjectModule.Events;
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using RPGCoreCommon.Settings;
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using UnityEngine;
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namespace RPGCore.Core
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{
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/// <summary>
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/// This MonoBehaviour allow any <see cref="BaseObject"/> to call <see cref="OnEnter"/> and <see cref="OnExit"/>.<br/>
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/// Setting <see cref="Collider"/>'s <see cref="Collider.isTrigger"/> to true is required!<br/>
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/// </summary>
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public class Trigger : MonoBehaviour
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{
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private event Action<BaseObject> OnEnterEvent;
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private event Action<BaseObject> OnExitEvent;
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private readonly Dictionary<BaseObject, int> _collisionCounter = new();
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public static Trigger AddToGameObject(GameObject go, Action<BaseObject> onEnter, Action<BaseObject> onExit)
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{
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go.layer = SettingsManager.Get<CoreSettings>().triggerLayer;
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var interactTrigger = go.AddComponent<Trigger>();
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interactTrigger.OnEnterEvent += onEnter;
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interactTrigger.OnExitEvent += onExit;
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return interactTrigger;
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}
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internal void OnEnter(BaseObject obj)
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{
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var alreadyTouching = _collisionCounter.ContainsKey(obj);
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if (!alreadyTouching) _collisionCounter.Add(obj, 0);
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_collisionCounter[obj]++;
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if (!alreadyTouching)
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{
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obj.events.Register<TriggerClearEvent>(OnClear);
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OnEnterEvent?.Invoke(obj);
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}
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}
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internal void OnExit(BaseObject obj)
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{
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if (!_collisionCounter.ContainsKey(obj))
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{
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Debug.LogError("Object tried to leave trigger, but never entered it!", obj);
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return;
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}
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_collisionCounter[obj]--;
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if (_collisionCounter[obj] == 0) Clear(obj);
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}
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private void OnClear(TriggerClearEvent ev)
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{
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Clear(ev.obj);
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}
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private void Clear(BaseObject obj)
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{
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obj.events.Unregister<TriggerClearEvent>(OnClear);
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_collisionCounter.Remove(obj);
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OnExitEvent?.Invoke(obj);
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}
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}
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}
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