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

52 lines
1.7 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 UnityEngine;
[Opsive.Shared.Utility.Category("GameObject")]
[Opsive.Shared.Utility.Description("Enables or disables the specified component.")]
public class SetEnabled : Action
{
[Tooltip("The component reference that should be enabled or disabled.")]
[SerializeField] protected SharedVariable m_Component;
[Tooltip("The behavior that should be enabled or disabled.")]
[SerializeField] protected Behaviour m_Behavior;
[Tooltip("Should the component be enabled?")]
[SerializeField] protected SharedVariable<bool> m_Enable = true;
/// <summary>
/// Executes the action logic.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
var behaviour = m_Component?.GetValue() as Behaviour;
if (behaviour != null) {
behaviour.enabled = m_Enable.Value;
}
if (m_Behavior != null) {
m_Behavior.enabled = m_Enable.Value;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Component = null;
m_Behavior = null;
m_Enable = true;
}
}
}
#endif