using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRenderer { [TaskCategory("Basic/Renderer")] [TaskDescription("Returns Success if the Renderer is visible, otherwise Failure.")] public class IsVisible : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; // cache the renderer component private Renderer renderer; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { renderer = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (renderer == null) { Debug.LogWarning("Renderer is null"); return TaskStatus.Failure; } return renderer.isVisible ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } }