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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks
- {
- [TaskDescription("Returns success when a collision ends. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")]
- [TaskCategory("Physics")]
- public class HasExitedCollision : Conditional
- {
- [Tooltip("The tag of the GameObject to check for a collision against")]
- public SharedString tag = "";
- [Tooltip("The object that exited the collision")]
- public SharedGameObject collidedGameObject;
- private bool exitedCollision = false;
- public override TaskStatus OnUpdate()
- {
- return exitedCollision ? TaskStatus.Success : TaskStatus.Failure;
- }
- public override void OnEnd()
- {
- exitedCollision = false;
- }
- public override void OnCollisionExit(Collision collision)
- {
- if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) {
- collidedGameObject.Value = collision.gameObject;
- exitedCollision = true;
- }
- }
- public override void OnReset()
- {
- collidedGameObject = null;
- }
- }
- }
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