40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityRenderer
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{
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[TaskCategory("Unity/Renderer")]
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[TaskDescription("Returns Success if the Renderer is visible, otherwise Failure.")]
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public class IsVisible : Conditional
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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// cache the renderer component
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private Renderer renderer;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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renderer = currentGameObject.GetComponent<Renderer>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (renderer == null) {
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Debug.LogWarning("Renderer is null");
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return TaskStatus.Failure;
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}
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return renderer.isVisible ? TaskStatus.Success : TaskStatus.Failure;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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}
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}
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}
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