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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityCharacterController
{
[TaskCategory("Unity/CharacterController")]
[TaskDescription("Returns Success if the character is grounded, otherwise Failure.")]
public class IsGrounded : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
private CharacterController characterController;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
characterController = currentGameObject.GetComponent<CharacterController>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (characterController == null) {
Debug.LogWarning("CharacterController is null");
return TaskStatus.Failure;
}
return characterController.isGrounded ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}