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; } } }