using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnitySphereCollider { [TaskCategory("Basic/SphereCollider")] [TaskDescription("Stores the center of the SphereCollider. Returns Success.")] public class GetCenter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The center of the SphereCollider")] [RequiredField] public SharedVector3 storeValue; private SphereCollider sphereCollider; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { sphereCollider = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (sphereCollider == null) { Debug.LogWarning("SphereCollider is null"); return TaskStatus.Failure; } storeValue.Value = sphereCollider.center; return TaskStatus.Success; } public override void OnReset() { storeValue = Vector3.zero; } } }