41 lines
1.3 KiB
C#
41 lines
1.3 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 a 2D collision ends. 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 HasExitedCollision2D : Conditional
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{
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[Tooltip("The tag of the GameObject to check for a collision against")]
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public SharedString tag = "";
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[Tooltip("The object that exited the collision")]
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public SharedGameObject collidedGameObject;
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private bool exitedCollision = false;
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public override TaskStatus OnUpdate()
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{
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return exitedCollision ? TaskStatus.Success : TaskStatus.Failure;
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}
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public override void OnEnd()
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{
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exitedCollision = false;
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}
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public override void OnCollisionExit2D(Collision2D collision)
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{
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if (string.IsNullOrEmpty(tag.Value) || collision.gameObject.CompareTag(tag.Value)) {
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collidedGameObject.Value = collision.gameObject;
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exitedCollision = 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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collidedGameObject = null;
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}
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}
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}
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