#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.PhysicsTasks { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Physics")] [Opsive.Shared.Utility.Description("Ignores collision between two colliders with optional duration.")] public class IgnoreCollision : Action { [Tooltip("The first Collider.")] [SerializeField] protected SharedVariable m_Collider1; [Tooltip("The second Collider.")] [SerializeField] protected SharedVariable m_Collider2; [Tooltip("Whether to ignore the collision.")] [SerializeField] protected SharedVariable m_Ignore = true; [Tooltip("The duration to ignore collision (0 = permanent).")] [SerializeField] protected SharedVariable m_Duration = 0.0f; private float m_ElapsedTime; private bool m_HasSetIgnore; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; m_HasSetIgnore = false; } /// /// Updates the collision ignore state. /// /// The status of the action. public override TaskStatus OnUpdate() { if (m_Collider1.Value == null || m_Collider2.Value == null) { return TaskStatus.Success; } if (!m_HasSetIgnore) { Physics.IgnoreCollision(m_Collider1.Value, m_Collider2.Value, m_Ignore.Value); m_HasSetIgnore = true; } if (m_Duration.Value > 0.0f) { m_ElapsedTime += Time.deltaTime; if (m_ElapsedTime >= m_Duration.Value) { Physics.IgnoreCollision(m_Collider1.Value, m_Collider2.Value, !m_Ignore.Value); return TaskStatus.Success; } } return TaskStatus.Success; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Collider1 = null; m_Collider2 = null; m_Ignore = true; m_Duration = 0.0f; } } } #endif