From 21e186f75b504d832d9c7bef0456edd7d5d3155e Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 8 Sep 2021 10:52:35 +0800 Subject: +behavior design --- .../Runtime/Basic Tasks/Renderer/IsVisible.cs | 40 ++++++++++++++++++++++ 1 file changed, 40 insertions(+) create mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs') diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs new file mode 100644 index 00000000..b0e6df91 --- /dev/null +++ b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs @@ -0,0 +1,40 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRenderer +{ + [TaskCategory("Basic/Renderer")] + [TaskDescription("Returns Success if the Renderer is visible, otherwise Failure.")] + public class IsVisible : Conditional + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + + // cache the renderer component + private Renderer renderer; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + renderer = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (renderer == null) { + Debug.LogWarning("Renderer is null"); + return TaskStatus.Failure; + } + + return renderer.isVisible ? TaskStatus.Success : TaskStatus.Failure; + } + + public override void OnReset() + { + targetGameObject = null; + } + } +} \ No newline at end of file -- cgit v1.1-26-g67d0