Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Physics/IgnoreCollision.cs
2026-05-10 11:47:55 -04:00

77 lines
2.6 KiB
C#

#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<Collider> m_Collider1;
[Tooltip("The second Collider.")]
[SerializeField] protected SharedVariable<Collider> m_Collider2;
[Tooltip("Whether to ignore the collision.")]
[SerializeField] protected SharedVariable<bool> m_Ignore = true;
[Tooltip("The duration to ignore collision (0 = permanent).")]
[SerializeField] protected SharedVariable<float> m_Duration = 0.0f;
private float m_ElapsedTime;
private bool m_HasSetIgnore;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
m_HasSetIgnore = false;
}
/// <summary>
/// Updates the collision ignore state.
/// </summary>
/// <returns>The status of the action.</returns>
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;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Collider1 = null;
m_Collider2 = null;
m_Ignore = true;
m_Duration = 0.0f;
}
}
}
#endif