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+ + [UdonSynced] + private byte _counter = 0; + [UdonSynced] + private string _tagName; + + public override void OnPlayerTriggerEnter(VRCPlayerApi player) + { + if (player.IsValid()) + { + player.SetPlayerTag(_tagName, MagicWord); + } + SetDoorState(true); + _counter++; + } + + public override void OnPlayerTriggerExit(VRCPlayerApi player) + { + if (player.IsValid()) + { + player.SetPlayerTag(_tagName); + } + + if (_counter - 1 <= 0) + { + SetDoorState(false); + _counter = 0; + } + else + { + _counter--; + } + } + + /// + /// A fucking workaround for a fucking OnPlayerTriggerExit() event not firing on player exiting a game + /// while inside a trigger volume + /// + public override void OnPlayerLeft(VRCPlayerApi player) + { + if (player.GetPlayerTag(_tagName) == MagicWord) + { + OnPlayerTriggerExit(player); + } + } + + void Start() + { + _tagName = $"InTrigger{GetInstanceID()}"; + SetAnimatorValue(isOpen); + } + + private void SetDoorState(bool open) + { + if (open == isOpen) + return; 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