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/GetColor.cs | 45 +++++++++++++++++++++ .../Runtime/Basic Tasks/Light/GetColor.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetCookieSize.cs | 45 +++++++++++++++++++++ .../Basic Tasks/Light/GetCookieSize.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetIntensity.cs | 45 +++++++++++++++++++++ .../Runtime/Basic Tasks/Light/GetIntensity.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetRange.cs | 45 +++++++++++++++++++++ .../Runtime/Basic Tasks/Light/GetRange.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetShadowBias.cs | 45 +++++++++++++++++++++ .../Basic Tasks/Light/GetShadowBias.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetShadowSoftness.cs | 47 ++++++++++++++++++++++ .../Basic Tasks/Light/GetShadowSoftness.cs.meta | 8 ++++ .../Basic Tasks/Light/GetShadowSoftnessFade.cs | 47 ++++++++++++++++++++++ .../Light/GetShadowSoftnessFade.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetShadowStrength.cs | 45 +++++++++++++++++++++ .../Basic Tasks/Light/GetShadowStrength.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/GetSpotAngle.cs | 45 +++++++++++++++++++++ .../Runtime/Basic Tasks/Light/GetSpotAngle.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetColor.cs | 44 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetColor.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetCookie.cs | 44 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetCookie.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetCookieSize.cs | 44 ++++++++++++++++++++ .../Basic Tasks/Light/SetCookieSize.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetCullingMask.cs | 44 ++++++++++++++++++++ .../Basic Tasks/Light/SetCullingMask.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetIntensity.cs | 44 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetIntensity.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetRange.cs | 44 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetRange.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetShadowBias.cs | 44 ++++++++++++++++++++ .../Basic Tasks/Light/SetShadowBias.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetShadowSoftness.cs | 46 +++++++++++++++++++++ .../Basic Tasks/Light/SetShadowSoftness.cs.meta | 8 ++++ .../Basic Tasks/Light/SetShadowSoftnessFade.cs | 46 +++++++++++++++++++++ .../Light/SetShadowSoftnessFade.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetShadowStrength.cs | 44 ++++++++++++++++++++ .../Basic Tasks/Light/SetShadowStrength.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetShadows.cs | 43 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetShadows.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetSpotAngle.cs | 44 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetSpotAngle.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Light/SetType.cs | 43 ++++++++++++++++++++ .../Runtime/Basic Tasks/Light/SetType.cs.meta | 8 ++++ 44 files changed, 1159 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs.meta (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs new file mode 100644 index 00000000..29a084c3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the color of the light.")] + public class GetColor : 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 SharedColor 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.color; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = Color.white; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs.meta new file mode 100644 index 00000000..c391a19f --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetColor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 935c3e08c991a524fa451ba010bb7077 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs new file mode 100644 index 00000000..85dfd53b --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the light's cookie size.")] + public class GetCookieSize : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The size 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.cookieSize; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs.meta new file mode 100644 index 00000000..a86579e2 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetCookieSize.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c382d40893d45d46842714355d4cab4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs new file mode 100644 index 00000000..7ee3f1b3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the intensity of the light.")] + public class GetIntensity : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The intensity 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.intensity; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs.meta new file mode 100644 index 00000000..dfad40c2 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetIntensity.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8af031ee741aec645bcf65ae806e78a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs new file mode 100644 index 00000000..3156c745 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the range of the light.")] + public class GetRange : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The range 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.range; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs.meta new file mode 100644 index 00000000..220a3c67 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetRange.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5ebab1924e0212c4ca589526a033fda6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs new file mode 100644 index 00000000..796f4fe0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the shadow bias of the light.")] + public class GetShadowBias : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The shadow bias 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.shadowBias; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs.meta new file mode 100644 index 00000000..7b99160f --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowBias.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9d0cbb27de892b44193aaa9f12842ed2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs new file mode 100644 index 00000000..be58b1c9 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.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 GetShadowSoftness : 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.shadowSoftness; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} +#endif \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs.meta new file mode 100644 index 00000000..3121127e --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftness.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6d9f46302c54f694684428de8562238e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: 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 diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs.meta new file mode 100644 index 00000000..33b3ec32 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowSoftnessFade.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 070cb15a90d2ab3458792de8fdf6eae9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs new file mode 100644 index 00000000..81e3ca68 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the color of the light.")] + public class GetShadowStrength : 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.shadowStrength; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs.meta new file mode 100644 index 00000000..76739e89 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetShadowStrength.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7a7fe83e412ff344888939e6a974a064 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs new file mode 100644 index 00000000..d6b98562 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Stores the spot angle of the light.")] + public class GetSpotAngle : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [RequiredField] + [Tooltip("The spot angle 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.spotAngle; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs.meta new file mode 100644 index 00000000..74436066 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/GetSpotAngle.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4dfc8df823e06cd45a09d929a060f99d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs new file mode 100644 index 00000000..43232caf --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the color of the light.")] + public class SetColor : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The color to set")] + public SharedColor color; + + // 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.color = color.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + color = Color.white; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs.meta new file mode 100644 index 00000000..403db7c3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetColor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ba683b0b18385042b3351c660f29d33 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs new file mode 100644 index 00000000..5037c250 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the cookie of the light.")] + public class SetCookie : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The cookie to set")] + public Texture2D cookie; + + // 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.cookie = cookie; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + cookie = null; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs.meta new file mode 100644 index 00000000..ad8cc7b0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookie.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 374f9a87dc387a04585b87f187d019c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs new file mode 100644 index 00000000..b70581e3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the light's cookie size.")] + public class SetCookieSize : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The size to set")] + public SharedFloat cookieSize; + + // 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.cookieSize = cookieSize.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + cookieSize = 0; + } + } +} diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs.meta new file mode 100644 index 00000000..e06f1769 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCookieSize.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fbc2d3865f928144ea551b1d927ddc96 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs new file mode 100644 index 00000000..5f6ef3e2 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the culling mask of the light.")] + public class SetCullingMask : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The culling mask to set")] + public LayerMask cullingMask; + + // 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.cullingMask = cullingMask.value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + cullingMask = -1; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs.meta new file mode 100644 index 00000000..8968b4e5 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetCullingMask.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3f67673818b7e914ebf088b3752d716b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs new file mode 100644 index 00000000..9bbf21c8 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the intensity of the light.")] + public class SetIntensity : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The intensity to set")] + public SharedFloat intensity; + + // 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.intensity = intensity.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + intensity = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs.meta new file mode 100644 index 00000000..137b45cd --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetIntensity.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1f32aa9b9681f0a4285bd60ac0607d00 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs new file mode 100644 index 00000000..975421ee --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the range of the light.")] + public class SetRange : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The range to set")] + public SharedFloat range; + + // 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.range = range.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + range = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs.meta new file mode 100644 index 00000000..d2bb5bd3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetRange.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f0b5d0c0a07806244a3c5b15e29cf90c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs new file mode 100644 index 00000000..b286c041 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the shadow bias of the light.")] + public class SetShadowBias : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The shadow bias to set")] + public SharedFloat shadowBias; + + // 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.shadowBias = shadowBias.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + shadowBias = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs.meta new file mode 100644 index 00000000..c364894d --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowBias.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f2b374e3c2e26e94ba76dd68290ff538 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: 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 diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs.meta new file mode 100644 index 00000000..1276066d --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftness.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ca82eb780880d17499dc6de132631073 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs new file mode 100644 index 00000000..2c5047f0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.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 fade value of the light.")] + public class SetShadowSoftnessFade : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The shadow softness fade to set")] + public SharedFloat shadowSoftnessFade; + + // 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.shadowSoftnessFade = shadowSoftnessFade.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + shadowSoftnessFade = 0; + } + } +} +#endif \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs.meta new file mode 100644 index 00000000..074f1119 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowSoftnessFade.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5e7db120bd152164eb6d586a39e53175 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs new file mode 100644 index 00000000..b30cf243 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the shadow strength of the light.")] + public class SetShadowSoftnessStrength : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The shadow strength to set")] + public SharedFloat shadowStrength; + + // 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.shadowStrength = shadowStrength.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + shadowStrength = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs.meta new file mode 100644 index 00000000..f5ba4379 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadowStrength.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 611e5846c0413be46bbc44fbd256b4e9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: 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(); + 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; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs.meta new file mode 100644 index 00000000..f528500b --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetShadows.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b6226eb03ad729445bc7ccfb1f0cd89d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs new file mode 100644 index 00000000..f017a652 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the spot angle of the light.")] + public class SetSpotAngle : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The spot angle to set")] + public SharedFloat spotAngle; + + // 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.spotAngle = spotAngle.Value; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + spotAngle = 0; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs.meta new file mode 100644 index 00000000..b6d09a90 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetSpotAngle.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9a8b9b0654618fe48953e059d4aa5ee3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs new file mode 100644 index 00000000..2d103ed9 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight +{ + [TaskCategory("Basic/Light")] + [TaskDescription("Sets the type of the light.")] + public class SetType : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The type to set")] + public LightType type; + + // 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.type = type; + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs.meta new file mode 100644 index 00000000..c0ba834c --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Light/SetType.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 85cae5f82bfcbfb41ac7c66464eef85f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: -- cgit v1.1-26-g67d0