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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs40
1 files changed, 40 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Renderer/IsVisible.cs
new file mode 100644
index 00000000..b0e6df91
--- /dev/null
+++ b/Client/Assets/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<Renderer>();
+ 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