using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject { [TaskCategory("Unity/GameObject")] [TaskDescription("Returns Success if the layermasks match, otherwise Failure.")] public class CompareLayerMask : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layermask to compare against")] public LayerMask layermask; public override TaskStatus OnUpdate() { return ((1 << GetDefaultGameObject(targetGameObject.Value).layer) & layermask.value) != 0 ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } }