using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAudioSource { [TaskCategory("Basic/AudioSource")] [TaskDescription("Sets the loop value of the AudioSource. Returns Success.")] public class SetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The loop value of the AudioSource")] public SharedBool loop; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } audioSource.loop = loop.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; loop = false; } } }