using UnityEngine;
namespace ECE
{
public class EasyColliderPostProccessor : IEasyColliderPostProcessor
{
// The default implementation does nothing.
// Can be used to add your own code if you want to do something specifically to each type of collider.
// If you're creating colliders at runtime with EasyColliderCreator, you can also set the post processor through code,
// if you don't it will by default use this implementation
// NOTE: this happens for every single collider created in this asset / created by EasyColliderCreator
// Vertex selected created colliders, merged colliders, auto skinned colliders, vhacd colliders all go through these methods.
///
/// post processes a box collider, properties orientation indiciates if it's a rotated collider.
///
///
///
public void PostProcessCollider(BoxCollider boxCollider, EasyColliderProperties properties)
{
// in here you'll get passed a completely generated box collider, and can do whatever you want with it.
}
///
/// post processes a capsule collider, properties orientation indiciates if it's a rotated collider.
///
///
///
public void PostProcessCollider(CapsuleCollider capsuleCollider, EasyColliderProperties properties)
{
// in here you'll get passed a completely generated capsule collider, and can do whatever you want with it.
}
///
/// post processes a sphere collider
///
///
///
public void PostProcessCollider(SphereCollider sphereCollider, EasyColliderProperties properties)
{
// in here you'll get passed a completely generated sphere collider, and can do whatever you want with it.
}
///
/// post processes a mesh collider. cylinder colliders are mesh colliders as well.
///
///
///
public void PostProcessCollider(MeshCollider meshCollider, EasyColliderProperties properties)
{
// in here you'll get passed a completely generated mesh collider, and can do whatever you want with it.
}
}
}