#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Variables { using Opsive.GraphDesigner.Runtime; using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Description("Set the GameObject value.")] [Shared.Utility.Category("Variables")] public class SetGameObject : TargetGameObjectAction { [Tooltip("Can an empty value be set?")] [SerializeField] protected SharedVariable m_AllowEmpty; [Tooltip("The variable that should be set.")] [RequireShared][SerializeField] protected SharedVariable m_StoreResult; /// /// Executes the task. /// /// The execution status of the task. public override TaskStatus OnUpdate() { InitializeTarget(); m_StoreResult.Value = m_AllowEmpty.Value ? m_TargetGameObject.Value : m_ResolvedGameObject; return TaskStatus.Success; } /// /// Resets the task values. /// public override void Reset() { base.Reset(); m_AllowEmpty = false; } } } #endif