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SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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C#

/// ---------------------------------------------
/// 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<GameObject> m_CompareObject;
[Tooltip("The found GameObject.")]
[SerializeField][RequireShared] protected SharedVariable<GameObject> m_ReturnedObject;
/// <summary>
/// Initializes the default values.
/// </summary>
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);
}
/// <summary>
/// Updates the task by checking if the sensor can detect any objects.
/// </summary>
/// <returns>Success if an object was detected.</returns>
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;
}
/// <summary>
/// Draws gizmos to visualize the sensor's detection area.
/// </summary>
protected override void OnDrawGizmos()
{
(m_Sensor as Sensor)?.OnDrawGizmos(gameObject.transform);
}
}
}