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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
{
[TaskCategory("Unity/GameObject")]
[TaskDescription("Returns Success if the layermasks match, otherwise Failure.")]
public class CompareLayerMask : Conditional
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The layermask to compare against")]
public LayerMask layermask;
public override TaskStatus OnUpdate()
{
return ((1 << GetDefaultGameObject(targetGameObject.Value).layer) & layermask.value) != 0 ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
}
}
}