using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityGameObject { [TaskCategory("Basic/GameObject")] [TaskDescription("Returns Success if the GameObject is active in the hierarchy, otherwise Failure.")] public class ActiveInHierarchy : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; public override TaskStatus OnUpdate() { return GetDefaultGameObject(targetGameObject.Value).activeInHierarchy ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } }