using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTransform { [TaskCategory("Basic/Transform")] [TaskDescription("Returns Success if the transform is a child of the specified GameObject.")] public class IsChildOf : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The interested transform")] public SharedTransform transformName; 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; } return targetTransform.IsChildOf(transformName.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; transformName = null; } } }