using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight { [TaskCategory("Basic/Light")] [TaskDescription("Sets the culling mask of the light.")] public class SetCullingMask : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The culling mask to set")] public LayerMask cullingMask; // cache the light component private Light light; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (light == null) { Debug.LogWarning("Light is null"); return TaskStatus.Failure; } light.cullingMask = cullingMask.value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; cullingMask = -1; } } }