using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform { [TaskCategory("Basic/Transform")] [TaskDescription("Stores the number of children a Transform has. Returns Success.")] public class GetChildCount : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The number of children")] [RequiredField] public SharedInt 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.childCount; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } }