using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTransform { [TaskCategory("Unity/Transform")] [TaskDescription("Finds a transform by name. Returns success if an object is found.")] public class Find : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The transform name to find")] public SharedString transformName; [Tooltip("The object found by name")] [RequiredField] public SharedTransform storeValue; private Transform targetTransform; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { targetTransform = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (targetTransform == null) { Debug.LogWarning("Transform is null"); return TaskStatus.Failure; } storeValue.Value = targetTransform.Find(transformName.Value); return storeValue.Value != null ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; transformName = null; storeValue = null; } } }