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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
{
[TaskCategory("Unity/GameObject")]
[TaskDescription("Returns the component of Type type if the game object has one attached, null if it doesn't. Returns Success.")]
public class GetComponent : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The type of component")]
public SharedString type;
[Tooltip("The component")]
[RequiredField]
public SharedObject storeValue;
public override TaskStatus OnUpdate()
{
storeValue.Value = GetDefaultGameObject(targetGameObject.Value).GetComponent(type.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
type.Value = "";
storeValue.Value = null;
}
}
}