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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityGameObject
{
[TaskCategory("Unity/GameObject")]
[TaskDescription("Instantiates a new GameObject. Returns Success.")]
public class Instantiate : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The position of the new GameObject")]
public SharedVector3 position;
[Tooltip("The rotation of the new GameObject")]
public SharedQuaternion rotation = Quaternion.identity;
[SharedRequired]
[Tooltip("The instantiated GameObject")]
public SharedGameObject storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = GameObject.Instantiate(targetGameObject.Value, position.Value, rotation.Value) as GameObject;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
position = Vector3.zero;
rotation = Quaternion.identity;
}
}
}