#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.CharacterControllerTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Character Controller")] [Opsive.Shared.Utility.Description("Sets CharacterController collision detection layers (include/exclude) with validation.")] public class SetCollisionLayers : TargetGameObjectAction { [Tooltip("The include layers (layers to detect collisions with).")] [SerializeField] protected LayerMask m_IncludeLayers = -1; [Tooltip("The exclude layers (layers to ignore collisions with).")] [SerializeField] protected LayerMask m_ExcludeLayers = 0; [Tooltip("The layer override priority.")] [SerializeField] protected SharedVariable m_LayerOverridePriority = 0; private CharacterController m_ResolvedCharacterController; /// /// Initializes the target GameObject. /// protected override void InitializeTarget() { base.InitializeTarget(); m_ResolvedCharacterController = m_ResolvedGameObject.GetComponent(); } /// /// Updates the collision layer settings. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_ResolvedCharacterController == null) { return TaskStatus.Success; } m_ResolvedCharacterController.includeLayers = m_IncludeLayers; m_ResolvedCharacterController.excludeLayers = m_ExcludeLayers; m_ResolvedCharacterController.layerOverridePriority = m_LayerOverridePriority.Value; return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_IncludeLayers = -1; m_ExcludeLayers = 0; m_LayerOverridePriority = 0; } } } #endif