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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour
- {
- [TaskCategory("Unity/Behaviour")]
- [TaskDescription("Returns Success if the object is enabled, otherwise Failure.")]
- public class IsEnabled : Conditional
- {
- [Tooltip("The Object to use")]
- public SharedObject specifiedObject;
- public override TaskStatus OnUpdate()
- {
- if (specifiedObject == null && !(specifiedObject.Value is UnityEngine.Behaviour)) {
- Debug.LogWarning("SpecifiedObject is null or not a subclass of UnityEngine.Behaviour");
- return TaskStatus.Failure;
- }
- return (specifiedObject.Value as Behaviour).enabled ? TaskStatus.Success : TaskStatus.Failure;
- }
- public override void OnReset()
- {
- if (specifiedObject != null) {
- specifiedObject.Value = null;
- }
- }
- }
- }
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