// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using UnityEngine; namespace nickmaltbie.OpenKCC.Environment { /// /// This will teleport rigidbodies when they collide with this object /// public class Teleporter : MonoBehaviour { /// /// Position and rotation to which objects will be teleported when they collide with this object /// public Transform teleportLocation; /// /// Whenever something collides with this object, teleport it /// /// Other object that collided with this public void OnTriggerEnter(Collider other) { // Check if the object has a character Collider CharacterController cc = other.gameObject.GetComponent(); // If the object has a character collider, temporarily disable it if (cc != null) { cc.enabled = false; } // Teleport the game object to the position and rotation of the teleport location other.gameObject.transform.position = teleportLocation.position; other.gameObject.transform.rotation = teleportLocation.rotation; // Re-enable the character collider if it was disabled if (cc != null) { cc.enabled = true; } } } }