using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=110")] [TaskCategory("Physics")] [TaskDescription("Returns success when a collision ends.")] public class HasExitedCollision : Conditional { [Tooltip("The tag of the GameObject to check for a collision against")] public SharedString tag = string.Empty; [Tooltip("The object that exited the collision")] public SharedGameObject collidedGameObject; private bool exitedCollision; public override TaskStatus OnUpdate() { return (!exitedCollision) ? TaskStatus.Failure : TaskStatus.Success; } 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; } } }