48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Conversions
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Conversions")]
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[Opsive.Shared.Utility.Description("Gets the GameObject from a Component.")]
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public class ConvertComponentToGameObject : Action
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{
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[Tooltip("The Component to get the GameObject from.")]
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[SerializeField] protected SharedVariable<Component> m_SourceComponent;
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[Tooltip("The resulting GameObject.")]
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[SerializeField] [RequireShared] protected SharedVariable<GameObject> m_ResultGameObject;
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/// <summary>
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/// Gets the GameObject from the Component.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_SourceComponent.Value == null) {
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m_ResultGameObject.Value = null;
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return TaskStatus.Success;
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}
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m_ResultGameObject.Value = m_SourceComponent.Value.gameObject;
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_SourceComponent = null;
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m_ResultGameObject = null;
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}
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}
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}
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#endif |