diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs new file mode 100644 index 00000000..9bbf21c8 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs @@ -0,0 +1,44 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight
+{
+ [TaskCategory("Basic/Light")]
+ [TaskDescription("Sets the intensity of the light.")]
+ public class SetIntensity : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The intensity to set")]
+ public SharedFloat intensity;
+
+ // cache the light component
+ private Light light;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ light = currentGameObject.GetComponent<Light>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (light == null) {
+ Debug.LogWarning("Light is null");
+ return TaskStatus.Failure;
+ }
+
+ light.intensity = intensity.Value;
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ intensity = 0;
+ }
+ }
+}
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