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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
- {
- [TaskCategory("Unity/GameObject")]
- [TaskDescription("Returns the component of Type type if the game object has one attached, null if it doesn't. Returns Success.")]
- public class GetComponent : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The type of component")]
- public SharedString type;
- [Tooltip("The component")]
- [RequiredField]
- public SharedObject storeValue;
- public override TaskStatus OnUpdate()
- {
- storeValue.Value = GetDefaultGameObject(targetGameObject.Value).GetComponent(type.Value);
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- type.Value = "";
- storeValue.Value = null;
- }
- }
- }
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