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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks
- {
- [TaskDescription("Returns success when an object exits the trigger. 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 HasExitedTrigger : Conditional
- {
- [Tooltip("The tag of the GameObject to check for a trigger against")]
- public SharedString tag = "";
- [Tooltip("The object that exited the trigger")]
- public SharedGameObject otherGameObject;
- private bool exitedTrigger = false;
- public override TaskStatus OnUpdate()
- {
- return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure;
- }
- public override void OnEnd()
- {
- exitedTrigger = false;
- }
- public override void OnTriggerExit(Collider other)
- {
- if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(other.gameObject.tag)) {
- otherGameObject.Value = other.gameObject;
- exitedTrigger = true;
- }
- }
- public override void OnReset()
- {
- tag = "";
- otherGameObject = null;
- }
- }
- }
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