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