50 lines
1.9 KiB
C#
50 lines
1.9 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.Resources
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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("Resources")]
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[Opsive.Shared.Utility.Description("Loads resource with fallback option and type validation.")]
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public class LoadResourceWithFallback : Action
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{
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[Tooltip("The resource path to load.")]
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[SerializeField] protected SharedVariable<string> m_ResourcePath;
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[Tooltip("The fallback resource path if primary fails.")]
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[SerializeField] protected SharedVariable<string> m_FallbackPath;
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[Tooltip("The loaded resource (as Object).")]
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[SerializeField] [RequireShared] protected SharedVariable<Object> m_LoadedResource;
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[Tooltip("Whether the load was successful.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_LoadSuccessful;
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/// <summary>
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/// Loads the resource with fallback.
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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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if (string.IsNullOrEmpty(m_ResourcePath.Value)) {
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m_LoadSuccessful.Value = false;
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m_LoadedResource.Value = null;
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return TaskStatus.Success;
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}
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var resource = UnityEngine.Resources.Load(m_ResourcePath.Value);
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if (resource == null && !string.IsNullOrEmpty(m_FallbackPath.Value)) {
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resource = UnityEngine.Resources.Load(m_FallbackPath.Value);
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}
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m_LoadedResource.Value = resource;
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m_LoadSuccessful.Value = resource != null;
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return TaskStatus.Success;
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}
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}
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}
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#endif |