using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityBehaviour { [TaskCategory("Basic/Behaviour")] [TaskDescription("Stores the enabled state of the object. Returns Success.")] public class GetIsEnabled : Action { [Tooltip("The Object to use")] public SharedObject specifiedObject; [Tooltip("The enabled/disabled state")] [RequiredField] public SharedBool storeValue; 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; } storeValue.Value = (specifiedObject.Value as Behaviour).enabled; return TaskStatus.Success; } public override void OnReset() { if (specifiedObject != null) { specifiedObject.Value = null; } storeValue = false; } } }