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