From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs | 34 ++++++++++++++++++++++ 1 file changed, 34 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs new file mode 100644 index 00000000..535355fd --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Behaviour/SetIsEnabled.cs @@ -0,0 +1,34 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityBehaviour +{ + [TaskCategory("Basic/Behaviour")] + [TaskDescription("Enables/Disables the object. Returns Success.")] + public class SetIsEnabled : Action + { + [Tooltip("The Object to use")] + public SharedObject specifiedObject; + [Tooltip("The enabled/disabled state")] + public SharedBool enabled; + + 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; + } + + (specifiedObject.Value as Behaviour).enabled = enabled.Value; + + return TaskStatus.Success; + } + + public override void OnReset() + { + if (specifiedObject != null) { + specifiedObject.Value = null; + } + enabled = false; + } + } +} \ No newline at end of file -- cgit v1.1-26-g67d0