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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Log is a simple task which will output the specified text and return success. It can be used for debugging.")]
[TaskIcon("{SkinColor}LogIcon.png")]
public class Log : Action
{
[Tooltip("Text to output to the log")]
public SharedString text;
[Tooltip("Is this text an error?")]
public SharedBool logError;
[Tooltip("Should the time be included in the log message?")]
public SharedBool logTime;
public override TaskStatus OnUpdate()
{
// Log the text and return success
if (logError.Value) {
Debug.LogError(logTime.Value ? string.Format("{0}: {1}", Time.time, text) : text);
} else {
Debug.Log(logTime.Value ? string.Format("{0}: {1}",Time.time, text) : text);
}
return TaskStatus.Success;
}
public override void OnReset()
{
// Reset the properties back to their original values
text = "";
logError = false;
logTime = false;
}
}
}