using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform { [TaskCategory("Basic/Transform")] [TaskDescription("Stores the transform child at the specified index. Returns Success.")] public class GetChild : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The index of the child")] public SharedInt index; [Tooltip("The child of the Transform")] [RequiredField] public SharedTransform storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.GetChild(index.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; index = 0; storeValue = null; } } }