You are correct about the CheckVariable and unity Objects. Here is a CheckUnityObject condition to use. I will also include it in the next version:
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using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespaceNodeCanvas.Tasks.Conditions{
[Category("✫ Blackboard")]
publicclassCheckUnityObject:ConditionTask{
[BlackboardOnly]
publicBBParameter<UnityEngine.Object>valueA;
publicBBParameter<UnityEngine.Object>valueB;
protectedoverridestringinfo{
get{returnvalueA+" == "+valueB;}
}
protectedoverride boolOnCheck(){
returnvalueA.value==valueB.value;
}
}
}
Also, I would like to suggest that in your tree you can simple use the CheckUnityObject and leave valueB null instead of using a blackboard variable that is null 🙂