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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
{
[TaskCategory("Unity/GameObject")]
[TaskDescription("Destorys the specified GameObject. Returns Success.")]
public class Destroy : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("Time to destroy the GameObject in")]
public float time;
public override TaskStatus OnUpdate()
{
var destroyGameObject = GetDefaultGameObject(targetGameObject.Value);
if (time == 0) {
GameObject.Destroy(destroyGameObject);
} else {
GameObject.Destroy(destroyGameObject, time);
}
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
time = 0;
}
}
}