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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs46
1 files changed, 46 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs
new file mode 100644
index 00000000..1f9122e8
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs
@@ -0,0 +1,46 @@
+#if UNITY_4_6 || UNITY_4_7
+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight
+{
+ [TaskCategory("Basic/Light")]
+ [TaskDescription("Sets the shadow softness of the light.")]
+ public class SetShadowSoftness : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The shadow softness to set")]
+ public SharedFloat shadowSoftness;
+
+ // 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.shadowSoftness = shadowSoftness.Value;
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ shadowSoftness = 0;
+ }
+ }
+}
+#endif \ No newline at end of file