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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Returns success when a collision starts. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")]
[TaskCategory("Physics")]
public class HasEnteredCollision : Conditional
{
[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 OnCollisionEnter(Collision collision)
{
if (string.IsNullOrEmpty(tag.Value) || collision.gameObject.CompareTag(tag.Value)) {
collidedGameObject.Value = collision.gameObject;
enteredCollision = true;
}
}
public override void OnReset()
{
tag = "";
collidedGameObject = null;
}
}
}