using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityBehaviour { [TaskCategory("Unity/Behaviour")] [TaskDescription("Stores the enabled state of the object. Returns Success.")] public class GetEnabled : Action { [Tooltip("The Behavior to use")] public SharedBehaviour specifiedObject; [Tooltip("The enabled/disabled state")] [RequiredField] public SharedBool storeValue; public override TaskStatus OnUpdate() { if (specifiedObject == null) { Debug.LogWarning("SpecifiedObject is null"); return TaskStatus.Failure; } storeValue.Value = specifiedObject.Value.enabled; return TaskStatus.Success; } public override void OnReset() { specifiedObject.Value = null; storeValue = false; } } }