// 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;
}
}
}
}