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PlayerTeleport.cs
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/*
* Copyright 2021 AlexOttr <[email protected]>
*
* 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 UdonSharp;
using UnityEngine;
using VRC.SDKBase;
namespace OttrOne.UdonToolbox
{
/// <summary>
/// Simple script to teleport the local player to a given position (and rotation)
/// </summary>
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class PlayerTeleport : UdonSharpBehaviour
{
/// <summary>
/// Position and rotation data the player will be teleported to
/// </summary>
[SerializeField]
private Transform[] SpawnPoints;
/// <summary>
/// teleport when leaving a collider
/// </summary>
[SerializeField, Tooltip("Teleport when leaving a collider.")]
private bool ReactToTrigger = false;
/// <summary>
/// Trigger teleportation by interacting with the gameobject
/// </summary>
public override void Interact()
{
this.TeleportToSpawn();
}
/// <summary>
/// Trigger teleportation by receiving the local event string
/// </summary>
public void _Teleport()
{
this.TeleportToSpawn();
}
/// <summary>
/// Trigger teleportation by leaving a trigger collider
/// </summary>
public override void OnPlayerTriggerExit(VRCPlayerApi player)
{
if (player.isLocal && ReactToTrigger) this.TeleportToSpawn();
}
/// <summary>
/// Teleport the player
/// </summary>
private void TeleportToSpawn()
{
int rnd = Random.Range(0, SpawnPoints.Length - 1);
Networking.LocalPlayer.TeleportTo(SpawnPoints[rnd].position, SpawnPoints[rnd].rotation);
}
}
}