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