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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Returns success when an object enters the trigger. 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 HasEnteredTrigger : Conditional
{
[Tooltip("The tag of the GameObject to check for a trigger against")]
public SharedString tag = "";
[Tooltip("The object that entered the trigger")]
public SharedGameObject otherGameObject;
private bool enteredTrigger = false;
public override TaskStatus OnUpdate()
{
return enteredTrigger ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnEnd()
{
enteredTrigger = false;
}
public override void OnTriggerEnter(Collider other)
{
if (string.IsNullOrEmpty(tag.Value) || other.gameObject.CompareTag(tag.Value)) {
otherGameObject.Value = other.gameObject;
enteredTrigger = true;
}
}
public override void OnReset()
{
tag = "";
otherGameObject = null;
}
}
}