Files
MinFt/Client/LocalPackages/com.neuecc.unirx/Scripts/UnityEngineBridge/Triggers/ObservableCollisionTrigger.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

67 lines
2.5 KiB
C#

using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableCollisionTrigger : ObservableTriggerBase
{
Subject<Collision> onCollisionEnter;
/// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary>
void OnCollisionEnter(Collision collision)
{
if (onCollisionEnter != null) onCollisionEnter.OnNext(collision);
}
/// <summary>OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.</summary>
public IObservable<Collision> OnCollisionEnterAsObservable()
{
return onCollisionEnter ?? (onCollisionEnter = new Subject<Collision>());
}
Subject<Collision> onCollisionExit;
/// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary>
void OnCollisionExit(Collision collisionInfo)
{
if (onCollisionExit != null) onCollisionExit.OnNext(collisionInfo);
}
/// <summary>OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.</summary>
public IObservable<Collision> OnCollisionExitAsObservable()
{
return onCollisionExit ?? (onCollisionExit = new Subject<Collision>());
}
Subject<Collision> onCollisionStay;
/// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary>
void OnCollisionStay(Collision collisionInfo)
{
if (onCollisionStay != null) onCollisionStay.OnNext(collisionInfo);
}
/// <summary>OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.</summary>
public IObservable<Collision> OnCollisionStayAsObservable()
{
return onCollisionStay ?? (onCollisionStay = new Subject<Collision>());
}
protected override void RaiseOnCompletedOnDestroy()
{
if (onCollisionEnter != null)
{
onCollisionEnter.OnCompleted();
}
if (onCollisionExit != null)
{
onCollisionExit.OnCompleted();
}
if (onCollisionStay != null)
{
onCollisionStay.OnCompleted();
}
}
}
}