From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Basic Tasks/Light/GetShadowSoftnessFade.cs | 47 ++++++++++++++++++++++ 1 file changed, 47 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs new file mode 100644 index 00000000..7df7ed4b --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs @@ -0,0 +1,47 @@ +#if UNITY_4_6 || UNITY_4_7 +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the color of the light.")] + public class GetShadowSoftnessFade : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The color to store")] + public SharedFloat storeValue; + + // 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(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (light == null) { + Debug.LogWarning("Light is null"); + return TaskStatus.Failure; + } + + storeValue = light.shadowSoftnessFade; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} +#endif \ No newline at end of file -- cgit v1.1-26-g67d0