diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs b/Client/Assets/Behavior Designer/Runtime/Conditionals/Physics/HasExitedTrigger.cs new file mode 100644 index 00000000..ec33e923 --- /dev/null +++ b/Client/Assets/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;
+ }
+ }
+}
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