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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityParticleSystem
{
[TaskCategory("Basic/ParticleSystem")]
[TaskDescription("Is the Particle System stopped?")]
public class IsStopped : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
private ParticleSystem particleSystem;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
particleSystem = currentGameObject.GetComponent<ParticleSystem>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (particleSystem == null) {
Debug.LogWarning("ParticleSystem is null");
return TaskStatus.Failure;
}
return particleSystem.isStopped ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}
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