ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/TargetGameObjectAction.cs
2025-08-19 18:53:26 +09:00

54 lines
1.8 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
/// <summary>
/// A TaskObject Action task which returns the current GameObject if the target is null.
/// </summary>
public abstract class TargetGameObjectAction : Action
{
[Tooltip("The GameObject of the target behavior tree. If the value is null the current GameObject will be used.")]
[SerializeField] protected SharedVariable<GameObject> m_TargetGameObject;
protected override GameObject gameObject => m_ResolvedGameObject;
protected override Transform transform => m_ResolvedTransform;
protected GameObject m_ResolvedGameObject;
protected Transform m_ResolvedTransform;
/// <summary>
/// Initializes the task.
/// </summary>
public override void OnAwake()
{
m_TargetGameObject.OnValueChange += InitializeTarget;
InitializeTarget();
}
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected virtual void InitializeTarget()
{
m_ResolvedGameObject = (m_TargetGameObject.Value == null || m_TargetGameObject.Value.Equals(null)) ? m_GameObject : m_TargetGameObject.Value;
m_ResolvedTransform = m_ResolvedGameObject.transform;
}
/// <summary>
/// The behavior tree has been destroyed.
/// </summary>
public override void OnDestroy()
{
m_TargetGameObject.OnValueChange -= InitializeTarget;
}
}
}
#endif