66 lines
2.2 KiB
C#
66 lines
2.2 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.GameObjectTasks
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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("GameObject")]
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[Opsive.Shared.Utility.Description("Destroys a GameObject after a delay. Can optionally release pooled objects back to their pool instead of destroying them.")]
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public class Destroy : TargetGameObjectAction
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{
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[Tooltip("The delay before destruction (in seconds).")]
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[SerializeField] protected SharedVariable<float> m_Delay = 0f;
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[Tooltip("Should pooled objects be released back to their pool instead of being destroyed?")]
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[SerializeField] protected SharedVariable<bool> m_ReleaseToPool = false;
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private float m_ElapsedTime;
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/// <summary>
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/// Called when the state machine starts.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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m_ElapsedTime = 0f;
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}
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/// <summary>
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/// Destroys the GameObject after delay.
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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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m_ElapsedTime += Time.deltaTime;
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if (m_ElapsedTime >= m_Delay.Value) {
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if (m_ReleaseToPool.Value) { // Try to release to pool.
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if (!PoolManager.Instance.ReleaseToPool(gameObject)) {
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UnityEngine.Object.Destroy(gameObject);
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}
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} else { // Destroy the GameObject.
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UnityEngine.Object.Destroy(gameObject);
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}
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return TaskStatus.Success;
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}
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return TaskStatus.Running;
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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_Delay = 0f;
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m_ReleaseToPool = false;
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}
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}
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}
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#endif |