Hi,
I modified the get tag so that is accepts "owner" for the gameObjet. it's then easier to setup and works well within prefabs.
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.GameObject)]
[Tooltip("Gets a Game Object's Tag and stores it in a String Variable.")]
public class GetTag2 : FsmStateAction
{
[RequiredField]
public FsmOwnerDefault gameObject;
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmString storeResult;
public bool everyFrame;
private GameObject _go;
public override void Reset()
{
gameObject = null;
storeResult = null;
everyFrame = false;
}
public override void OnEnter()
{
_go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
DoGetTag();
if (!everyFrame)
Finish();
}
public override void OnUpdate()
{
DoGetTag();
}
void DoGetTag()
{
if (_go == null)
return;
storeResult.Value = _go.tag;
}
}
}
Bye,
Jean