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- using System; // require keep for Windows Universal App
- using UnityEngine;
- namespace UniRx.Triggers
- {
- [DisallowMultipleComponent]
- public class ObservableParticleTrigger : ObservableTriggerBase
- {
- Subject<GameObject> onParticleCollision;
- #if UNITY_5_4_OR_NEWER
- Subject<Unit> onParticleTrigger;
- #endif
- /// <summary>OnParticleCollision is called when a particle hits a collider.</summary>
- void OnParticleCollision(GameObject other)
- {
- if (onParticleCollision != null) onParticleCollision.OnNext(other);
- }
- /// <summary>OnParticleCollision is called when a particle hits a collider.</summary>
- public IObservable<GameObject> OnParticleCollisionAsObservable()
- {
- return onParticleCollision ?? (onParticleCollision = new Subject<GameObject>());
- }
- #if UNITY_5_4_OR_NEWER
- /// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary>
- void OnParticleTrigger()
- {
- if (onParticleTrigger != null) onParticleTrigger.OnNext(Unit.Default);
- }
- /// <summary>OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.</summary>
- public IObservable<Unit> OnParticleTriggerAsObservable()
- {
- return onParticleTrigger ?? (onParticleTrigger = new Subject<Unit>());
- }
- #endif
- protected override void RaiseOnCompletedOnDestroy()
- {
- if (onParticleCollision != null)
- {
- onParticleCollision.OnCompleted();
- }
- #if UNITY_5_4_OR_NEWER
- if (onParticleTrigger != null)
- {
- onParticleTrigger.OnCompleted();
- }
- #endif
- }
- }
- }
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