using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Log is a simple task which will output the specified text and return success. It can be used for debugging.")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=16")] [TaskIcon("{SkinColor}LogIcon.png")] public class Log : Action { [Tooltip("Text to output to the log")] public SharedString text; [Tooltip("Is this text an error?")] public SharedBool logError; public override TaskStatus OnUpdate() { // Log the text and return success if (logError.Value) { Debug.LogError(text); } else { Debug.Log(text); } return TaskStatus.Success; } public override void OnReset() { // Reset the properties back to their original values text = ""; logError = false; } } }