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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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