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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
[ExecuteAlways]
public class FragmentRequire : MonoBehaviour
{
public List<SceneAsset> requiredScenes = new();
private BoxCollider _boxCollider;
private void Awake()
{
_boxCollider = GetComponent<BoxCollider>();
_boxCollider.isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
Debug.Log("Sync!");
var sceneName = new List<string>();
foreach (SceneAsset sceneAsset in requiredScenes)
sceneName.Add(sceneAsset.name);
FragmentManager.UpdateSceneRequirements(sceneName);
}
private void Update()
{
_boxCollider.size = Vector3.one;
}
private void OnDrawGizmos()
{
if (_boxCollider == null) return;
var cs = _boxCollider.size;
var ts = Vector3.one;
var size = new Vector3(cs.x * ts.x, cs.y * ts.y, cs.z * ts.z);
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(1f, 0.18f, 0.29f);
Gizmos.DrawWireCube(_boxCollider.center, size);
}
private void OnDrawGizmosSelected()
{
if (_boxCollider == null) return;
var cs = _boxCollider.size;
var ts = Vector3.one;
var size = new Vector3(cs.x * ts.x, cs.y * ts.y, cs.z * ts.z);
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(1f, 0.18f, 0.29f, 0.4f);
Gizmos.DrawCube(_boxCollider.center, size);
}
}
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