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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics
{
[TaskCategory("Unity/Physics")]
[TaskDescription("Returns success if there is any collider intersecting the line between start and end")]
public class Linecast : Action
{
[Tooltip("The starting position of the linecast")]
public SharedVector3 startPosition;
[Tooltip("The ending position of the linecast")]
public SharedVector3 endPosition;
[Tooltip("Selectively ignore colliders.")]
public LayerMask layerMask = -1;
public override TaskStatus OnUpdate()
{
return Physics.Linecast(startPosition.Value, endPosition.Value, layerMask) ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
startPosition = Vector3.zero;
endPosition = Vector3.zero;
layerMask = -1;
}
}
}