Class SwitchTargetObject
A ISwitchTarget that enables and disables a set of GameObjects.
public class SwitchTargetObject : MonoBehaviour, ISwitchTarget
- Inheritance
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ObjectComponentBehaviourMonoBehaviourSwitchTargetObject
- 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 simplest thing a switch can usefully drive: force fields, barriers, light sources, particle effects, a bridge that appears. Objects in ActivateObjects are switched on when the switch is activated; objects in DeactivateObjects are switched off at the same moment, which is what lets one switch swap a closed barrier for an open one rather than needing two switches.
Runs identically on server and client. The server toggles because colliders in these
hierarchies are real to the character controller; the client toggles because the player has
to see it. Neither derives the state locally — Switch is authoritative and the
client is driven by SwitchStateBroadcast.
Properties
ActivateObjects
Objects switched on by activation.
public List<GameObject> ActivateObjects { get; }
Property Value
- List<GameObject>
DeactivateObjects
Objects switched off by activation.
public List<GameObject> DeactivateObjects { get; }
Property Value
- List<GameObject>
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.