using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem { [TaskCategory("Basic/ParticleSystem")] [TaskDescription("Stores if the Particle System should loop.")] public class GetLoop : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Should the ParticleSystem loop?")] [RequiredField] public SharedBool storeResult; private ParticleSystem particleSystem; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { particleSystem = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (particleSystem == null) { Debug.LogWarning("ParticleSystem is null"); return TaskStatus.Failure; } #if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 storeResult.Value = particleSystem.loop; #else storeResult.Value = particleSystem.main.loop; #endif return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeResult = false; } } }