/// --------------------------------------------- /// Movement Pack for Behavior Designer Pro /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.AddOns.SensesPack.Runtime.Tasks { using Opsive.BehaviorDesigner.AddOns.SensesPack.Runtime.Sensors; using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using Opsive.GraphDesigner.Runtime; using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Description("A conditional task that checks if a GameObject-based sensor can detect any objects. If the compare object is null then the task will return success if any object is returned.")] [NodeIcon("0820cfaadd7604d4cb2e2f81cfba0e93", "20c9b7fefb0b522479aa53fb97e6b730")] [Shared.Utility.Category("Senses Pack")] public class CanDetectObject : Conditional { [Tooltip("The sense that should be detected.")] [SerializeField] protected IGameObjectSensor m_Sensor; [Tooltip("The GameObject to compare against.")] [SerializeField] protected SharedVariable m_CompareObject; [Tooltip("The found GameObject.")] [SerializeField][RequireShared] protected SharedVariable m_ReturnedObject; /// /// Initializes the default values. /// public override void OnAwake() { base.OnAwake(); if (m_Sensor == null || m_Sensor is not Sensor) { Debug.LogError("Error: A sensor must be specified."); return; } (m_Sensor as Sensor).Initialize(m_GameObject); } /// /// Updates the task by checking if the sensor can detect any objects. /// /// Success if an object was detected. public override TaskStatus OnUpdate() { if (m_Sensor == null) { return TaskStatus.Failure; } var detectedObject = m_Sensor.GetDetectedObject(); if (m_ReturnedObject.IsShared) { m_ReturnedObject.Value = detectedObject; } if (m_CompareObject.Value != null) { return detectedObject == m_CompareObject.Value ? TaskStatus.Success : TaskStatus.Failure; } return detectedObject != null ? TaskStatus.Success : TaskStatus.Failure; } /// /// Draws gizmos to visualize the sensor's detection area. /// protected override void OnDrawGizmos() { (m_Sensor as Sensor)?.OnDrawGizmos(gameObject.transform); } } }