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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
- {
- [TaskCategory("Unity/GameObject")]
- [TaskDescription("Returns Success if the GameObject is active in the hierarchy, otherwise Failure.")]
- public class ActiveSelf : Conditional
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- public override TaskStatus OnUpdate()
- {
- return GetDefaultGameObject(targetGameObject.Value).activeSelf ? TaskStatus.Success : TaskStatus.Failure;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- }
- }
- }
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