Class SwitchTargetMover
A ISwitchTarget that slides and/or rotates a transform between a closed pose and an open pose — a door, a portcullis, a drawbridge, a moving platform.
public class SwitchTargetMover : MonoBehaviour, ISwitchTarget
- Inheritance
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ObjectComponentBehaviourMonoBehaviourSwitchTargetMover
- Implements
- Inherited Members
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MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Remarks
The closed pose is wherever the moved transform sits when the scene loads, so a designer places the door shut and describes only the offset that opens it. Offsets are local to the moved transform's parent, so a door rotated to fit a wall opens along its own axis rather than a world one.
The motion is driven in Update on both peers rather than replicated per-frame. Only
the switch's state crosses the wire — once, when it changes — and each peer plays the same
deterministic interpolation from wherever it currently is. A client that arrives mid-swing,
or misses the message entirely and gets the state from the spawn payload, converges on the
correct end pose instead of holding a wrong one.
The server moves too, and must: this transform carries the collider the character controller tests against, so a door that only opened on clients would be an invisible wall.
Properties
IsActivated
Whether this target is currently in the activated state.
public bool IsActivated { get; }
Property Value
Methods
Activate(IPlayerCharacter)
Activates this target (e.g., opens a door, unlocks a chest, disarms a trap).
public void Activate(IPlayerCharacter activator)
Parameters
activatorIPlayerCharacterThe player character who triggered the switch.
Deactivate(IPlayerCharacter)
Deactivates this target (e.g., closes a door, locks a chest, re-arms a trap).
public void Deactivate(IPlayerCharacter activator)
Parameters
activatorIPlayerCharacterThe player character who triggered the switch.
SnapTo(bool)
Puts this target into the given state with no transition.
public void SnapTo(bool activated)
Parameters
activatedboolThe state to adopt immediately.
Remarks
For catching up rather than for reacting. A client that starts observing a switch reads the switch's current state out of its spawn payload, and that state describes something that happened before the player arrived — possibly hours before. Replaying it through Activate(IPlayerCharacter) would play the transition too, so walking into a room would set every door in it swinging. Nothing on the interaction path calls this.