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42 lines
1.1 KiB
C#

3 years ago
using UnityEngine;
namespace MalbersAnimations.Conditions
{
public enum ComponentCondition {Enabled, ActiveAndEnabled }
[System.Serializable]
public class C_Behaviour : MCondition
{
public override string DisplayName => "Unity/Behavior";
[Tooltip("Target to check for the condition ")]
[RequiredField] public Behaviour Target;
[Tooltip("Conditions types")]
public ComponentCondition Condition;
public override bool _Evaluate()
{
if (Target != null)
{
switch (Condition)
{
case ComponentCondition.Enabled: return Target.enabled;
case ComponentCondition.ActiveAndEnabled: return Target.isActiveAndEnabled;
}
}
return false;
}
public override void SetTarget(Object target)
{
if (target is Behaviour) this.Target = target as Behaviour;
}
private void Reset() => Name = "New Behaviour Condition";
}
}