44 lines
1.3 KiB (Stored with Git LFS)
C#
44 lines
1.3 KiB (Stored with Git LFS)
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight
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{
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[TaskCategory("Unity/Light")]
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[TaskDescription("Sets the culling mask of the light.")]
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public class SetCullingMask : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("The culling mask to set")]
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public LayerMask cullingMask;
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// cache the light component
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private Light light;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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light = currentGameObject.GetComponent<Light>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (light == null) {
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Debug.LogWarning("Light is null");
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return TaskStatus.Failure;
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}
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light.cullingMask = cullingMask.value;
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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cullingMask = -1;
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}
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}
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} |