using System; using System.Runtime.CompilerServices; using NodeCanvas.Framework; using ParadoxNotion.Design; using UnityEngine; namespace Reset.Units { [Category("Reset")] [Description("Get the current target and save it to a graph variable")] public class GetCurrentTarget : ActionTask{ public BBParameter target; //Use for initialization. This is called only once in the lifetime of the task. //Return null if init was successfull. Return an error string otherwise protected override string OnInit() { return null; } //This is called once each time the task is enabled. //Call EndAction() to mark the action as finished, either in success or failure. //EndAction can be called from anywhere. protected override void OnExecute(){ if (agent.mainTarget == null) { Debug.LogWarning("There is no LockOnTarget to save as current target"); EndAction(true); return; } try { target.value = agent.mainTarget.gameObject.transform; } catch (Exception e) { Debug.LogError($"Failed to save the current LockOnTarget target: {e.Message}"); EndAction(false); return; } EndAction(true); } //Called once per frame while the action is active. protected override void OnUpdate() { } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }