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-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs40
1 files changed, 0 insertions, 40 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs
deleted file mode 100644
index 05a4fe3d..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Returns success when a collision ends.")]
- [TaskCategory("Physics")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=110")]
- 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;
- }
- }
-} \ No newline at end of file