diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs b/Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs new file mode 100644 index 00000000..05a4fe3d --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedCollision.cs @@ -0,0 +1,40 @@ +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 |