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- // You can uncomment either of these enable their functionality
- //#define USE_SOLID_COLLISION
- //#define USE_TRIGGER_COLLISION
- using UnityEngine;
- using System.Collections.Generic;
- /**
- * TODO: Comment what this class does.
- * Note: The name of your class must match your file name
- */
- public class MonoBehaviourTemplate : MonoBehaviour
- {
- // An example of a string that is editable by designers in the scene
- //public string _myString;
- // An example of an integer that is NOT editable by designers in the scene (changed only through code).
- //protected int _myInt;
- // An example of referencing multiple other gameObjects. It is editable by designers.
- //public List<GameObject> _otherGameObjects;
- /**
- * Awake is called ONCE whenever an object first becomes enabled. This call preceeds the OnEnable call.
- * Use this call for single-use initialization that will remain throughout the lifetime of an Object.
- */
- void Awake()
- {
- }
- /**
- * OnEnable is called whenever BOTH this Component and the GameObject on which it resides are enabled.
- * This is true by default, so by default this will run as soon as the scene starts up or a prefab is instantiated.
- */
- void OnEnable()
- {
- }
- /**
- * OnDisable is called whenever EITHER this Component or its GameObject are disabled.
- * It may not be obvious, but this happens whenever a GameObject gets destroyed.
- * In this function, you should "undo" anything you did in OnEnable.
- */
- void OnDisable()
- {
- }
- /**
- * Update gets called every frame. If you need to keep track of the time passed, use Time.deltaTime.
- */
- void Update()
- {
- }
- /**
- * LateUpdate gets called every frame after all physics and animations have been computed.
- * Typically, you put Camera movement in here as you want it to be computed last.
- */
- void LateUpdate()
- {
- }
- /**
- * FixedUpdate is called every "Physics-Tick". This means it can be called multiple times a frame, or none at all.
- * Use this function to move any physical objects (e.g. If you have a RigidBody attached to a GameObject, put your rigidBody.Move here).
- * To keep track of time passed, use Time.fixedDeltaTime.
- */
- void FixedUpdate()
- {
- }
- /**
- * This is the Collision Section. Uncomment a #define at the top if you want this Behaviour to handle collision events.
- *
- * Rules for Collisions:
- *
- * 1. The collider must be attached to the same GameObject this Component is on (e.g. no listening to the parent).
- * 2. One of the colliders (this GameObject, the other, or both) must have a RigidBody (e.g. can't manually move one into another and expect this to work).
- * 3. You should only use Solid Collisions OR Trigger Collisions, not both. If you need both, make two separate GameObjects with a common parent.
- */
- #if USE_SOLID_COLLISION && USE_TRIGGER_COLLISION
- #error You just violated Rule #3. You should only be using Solid Collision OR Trigger Collision, not both.
- #elif USE_SOLID_COLLISION
- /**
- * OnCollisionEnter is called whenever contact first happens with another collider.
- */
- void OnCollisionEnter(Collision collisionInfo)
- {
- }
- /**
- * OnCollisionExit is called whenever one collider stops touching another collider.
- */
- void OnCollisionExit(Collision collisionInfo)
- {
- }
- /**
- * OnCollisionStay is called throughout the duration of contact with another collider.
- */
- void OnCollisionStay(Collision collisionInfo)
- {
- }
- #elif USE_TRIGGER_COLLISION
- /**
- * OnTriggerEnter is called when one collider first enters the volume of a trigger collider.
- */
- void OnTriggerEnter(Collider otherCollider)
- {
- }
- /**
- * OnTriggerExit is called when one collider exits the volume of another collider.
- */
- void OnTriggerExit(Collider otherCollider)
- {
- }
- /**
- * OnTriggerStay is called when on collider is inside the volume of another collider.
- */
- void OnTriggerStay(Collider otherCollider)
- {
- }
- #endif
- }
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