41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Returns success when an object exits the 2D trigger. This task will only receive the physics callback if it is being reevaluated (with a conditional abort or under a parallel task).")]
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[TaskCategory("Physics")]
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public class HasExitedTrigger2D : Conditional
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{
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[Tooltip("The tag of the GameObject to check for a trigger against")]
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public SharedString tag = "";
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[Tooltip("The object that exited the trigger")]
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public SharedGameObject otherGameObject;
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private bool exitedTrigger = false;
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public override TaskStatus OnUpdate()
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{
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return exitedTrigger ? TaskStatus.Success : TaskStatus.Failure;
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}
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public override void OnEnd()
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{
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exitedTrigger = false;
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}
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public override void OnTriggerExit2D(Collider2D other)
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{
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if (string.IsNullOrEmpty(tag.Value) || other.gameObject.CompareTag(tag.Value)) {
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otherGameObject.Value = other.gameObject;
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exitedTrigger = true;
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}
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}
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public override void OnReset()
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{
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tag = "";
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otherGameObject = null;
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}
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}
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}
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