From 21e186f75b504d832d9c7bef0456edd7d5d3155e Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 8 Sep 2021 10:52:35 +0800 Subject: +behavior design --- .../Conditionals/Physics/HasExitedTrigger.cs | 41 ++++++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs') diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs new file mode 100644 index 00000000..ec33e923 --- /dev/null +++ b/Assets/ThirdParty/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks +{ + [TaskDescription("Returns success when an object exits the trigger.")] + [TaskCategory("Physics")] + [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=110")] + 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; + } + } +} \ No newline at end of file -- cgit v1.1-26-g67d0