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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/SetAcceleration.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/SetAcceleration.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/SetAcceleration.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/SetAcceleration.cs
new file mode 100644
index 00000000..88bfc208
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/SetAcceleration.cs
@@ -0,0 +1,48 @@
+using UnityEngine;
+#if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
+using UnityEngine.AI;
+#endif
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityNavMeshAgent
+{
+ [TaskCategory("Basic/NavMeshAgent")]
+ [TaskDescription("Sets the maximum acceleration of an agent as it follows a path, given in units / sec^2. Returns Success.")]
+ public class SetAcceleration : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The NavMeshAgent acceleration")]
+ public SharedFloat acceleration;
+
+ // cache the navmeshagent component
+ private NavMeshAgent navMeshAgent;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (navMeshAgent == null) {
+ Debug.LogWarning("NavMeshAgent is null");
+ return TaskStatus.Failure;
+ }
+
+ navMeshAgent.acceleration = acceleration.Value;
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ acceleration = 0;
+ }
+ }
+} \ No newline at end of file