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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour
{
[TaskCategory("Unity/Behaviour")]
[TaskDescription("Stores the enabled state of the object. Returns Success.")]
public class GetEnabled : Action
{
[Tooltip("The Behavior to use")]
public SharedBehaviour specifiedObject;
[Tooltip("The enabled/disabled state")]
[RequiredField]
public SharedBool storeValue;
public override TaskStatus OnUpdate()
{
if (specifiedObject == null) {
Debug.LogWarning("SpecifiedObject is null");
return TaskStatus.Failure;
}
storeValue.Value = specifiedObject.Value.enabled;
return TaskStatus.Success;
}
public override void OnReset()
{
specifiedObject.Value = null;
storeValue = false;
}
}
}