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