using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityRigidbody2D { [TaskCategory("Basic/Rigidbody2D")] [TaskDescription("Returns Success if the Rigidbody2D is sleeping, otherwise Failure.")] public class IsSleeping : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; private Rigidbody2D rigidbody2D; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { rigidbody2D = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (rigidbody2D == null) { Debug.LogWarning("Rigidbody2D is null"); return TaskStatus.Failure; } return rigidbody2D.IsSleeping() ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; } } }