diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs new file mode 100644 index 00000000..8310dd27 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs @@ -0,0 +1,43 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight
+{
+ [TaskCategory("Basic/Light")]
+ [TaskDescription("Sets the shadow type of the light.")]
+ public class SetShadows : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The shadow type to set")]
+ public LightShadows shadows;
+
+ // 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.shadows = shadows;
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ }
+ }
+}
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