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