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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<Transform>();
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;
}
}
}
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