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

62 lines
1.9 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("Toggles a GameObject's active state. Can optionally delay the toggle. Returns Finished when toggled.")]
public class ToggleActive : TargetGameObjectAction
{
[Tooltip("The delay before toggling (in seconds).")]
[SerializeField] protected SharedVariable<float> m_Delay = 0f;
private float m_ElapsedTime;
private bool m_HasToggled;
/// <summary>
/// Called when the state machine starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0f;
m_HasToggled = false;
}
/// <summary>
/// Toggles the GameObject's active state.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_HasToggled) {
return TaskStatus.Success;
}
if (m_ElapsedTime >= m_Delay.Value) {
gameObject.SetActive(!gameObject.activeSelf);
m_HasToggled = true;
return TaskStatus.Success;
}
m_ElapsedTime += Time.deltaTime;
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Delay = 0f;
}
}
}
#endif