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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityCharacterController
{
[TaskCategory("Basic/CharacterController")]
[TaskDescription("Returns Success if the collider hit another object, otherwise Failure.")]
public class HasColliderHit : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The tag of the GameObject to check for a collision against")]
public SharedString tag = "";
[Tooltip("The object that started the collision")]
public SharedGameObject collidedGameObject;
private bool enteredCollision = false;
public override TaskStatus OnUpdate()
{
return enteredCollision ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnEnd()
{
enteredCollision = false;
}
public override void OnControllerColliderHit(ControllerColliderHit hit)
{
if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(hit.gameObject.tag)) {
collidedGameObject.Value = hit.gameObject;
enteredCollision = true;
}
}
public override void OnReset()
{
targetGameObject = null;
tag = "";
collidedGameObject = null;
}
}
}
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