From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Runtime/Basic Tasks/Light/SetShadowSoftness.cs | 46 ++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs') 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 --- /dev/null +++ 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(); + 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 -- cgit v1.1-26-g67d0