using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAudioSource { [TaskCategory("Basic/AudioSource")] [TaskDescription("Stores the time samples value of the AudioSource. Returns Success.")] public class GetTimeSamples : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The time samples value of the AudioSource")] [RequiredField] public SharedFloat storeValue; private AudioSource audioSource; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { audioSource = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (audioSource == null) { Debug.LogWarning("AudioSource is null"); return TaskStatus.Failure; } storeValue.Value = audioSource.timeSamples; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 1; } } }