43 lines
1.0 KiB
C#
43 lines
1.0 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=110")]
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[TaskCategory("Physics")]
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[TaskDescription("Returns success when a collision ends.")]
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public class HasExitedCollision : Conditional
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{
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[Tooltip("The tag of the GameObject to check for a collision against")]
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public SharedString tag = string.Empty;
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[Tooltip("The object that exited the collision")]
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public SharedGameObject collidedGameObject;
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private bool exitedCollision;
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public override TaskStatus OnUpdate()
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{
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return (!exitedCollision) ? TaskStatus.Failure : TaskStatus.Success;
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}
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public override void OnEnd()
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{
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exitedCollision = false;
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}
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public override void OnCollisionExit(Collision collision)
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{
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if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag))
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{
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collidedGameObject.Value = collision.gameObject;
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exitedCollision = true;
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}
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}
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public override void OnReset()
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{
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collidedGameObject = null;
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}
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}
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}
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