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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityGameObject
{
[TaskCategory("Basic/GameObject")]
[TaskDescription("Returns Success if the GameObject is active in the hierarchy, otherwise Failure.")]
public class ActiveSelf : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
public override TaskStatus OnUpdate()
{
return GetDefaultGameObject(targetGameObject.Value).activeSelf ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}
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