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

59 lines
2.1 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 Opsive.Shared.Utility;
using UnityEngine;
[Opsive.Shared.Utility.Category("GameObject")]
[Opsive.Shared.Utility.Description("Gets a component from a GameObject, or adds it if it doesn't exist. Outputs the GameObject reference.")]
public class GetOrAddComponent : TargetGameObjectAction
{
[Tooltip("The component type name (e.g., 'Rigidbody', 'Camera', 'Transform').")]
[SerializeField] protected SharedVariable<string> m_ComponentType;
[SerializeField][RequireShared] protected SharedVariable m_StoreValue;
/// <summary>
/// Gets or adds the component.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (string.IsNullOrEmpty(m_ComponentType.Value)) {
return TaskStatus.Success;
}
var componentType = TypeUtility.GetType(m_ComponentType.Value);
if (componentType == null) {
Debug.LogWarning($"GetOrAddComponent: Component type '{m_ComponentType.Value}' not found.");
return TaskStatus.Success;
}
// Try to get component first.
var component = m_ResolvedGameObject.GetComponent(componentType);
if (component == null) {
// Add component if it doesn't exist.
component = m_ResolvedGameObject.AddComponent(componentType);
}
m_StoreValue.SetValue(component);
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_ComponentType = null;
m_StoreValue = null;
}
}
}
#endif