Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/GameObject/GetChildren.cs
2026-05-10 11:47:55 -04:00

66 lines
2.2 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.GameObjectTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using System.Collections.Generic;
using UnityEngine;
[Opsive.Shared.Utility.Category("GameObject")]
[Opsive.Shared.Utility.Description("Gets all children of a GameObject and stores them in a list.")]
public class GetChildren : TargetGameObjectAction
{
[Tooltip("The list of children GameObjects.")]
[RequireShared] [SerializeField] protected SharedVariable<List<GameObject>> m_StoreResult;
[Tooltip("Should inactive children be included?")]
[SerializeField] protected SharedVariable<bool> m_IncludeInactive = false;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnAwake()
{
base.OnAwake();
if (m_StoreResult.Value == null) {
m_StoreResult.Value = new List<GameObject>();
}
}
/// <summary>
/// Executes the action logic.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedGameObject == null) {
return TaskStatus.Success;
}
m_StoreResult.Value.Clear();
var transform = m_ResolvedGameObject.transform;
for (int i = 0; i < transform.childCount; ++i) {
var child = transform.GetChild(i);
if (m_IncludeInactive.Value || child.gameObject.activeSelf) {
m_StoreResult.Value.Add(child.gameObject);
}
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_StoreResult = null;
m_IncludeInactive = false;
}
}
}
#endif