using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityGameObject { [TaskCategory("Basic/GameObject")] [TaskDescription("Returns the component of Type type if the game object has one attached, null if it doesn't. Returns Success.")] public class GetComponent : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The type of component")] public SharedString type; [Tooltip("The component")] [RequiredField] public SharedObject storeValue; public override TaskStatus OnUpdate() { storeValue.Value = GetDefaultGameObject(targetGameObject.Value).GetComponent(type.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; type.Value = ""; storeValue.Value = null; } } }