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. } } }