using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAudioSource { [TaskCategory("Basic/AudioSource")] [TaskDescription("Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the " + "timing not all rescheduling requests can be fulfilled. Returns Success.")] public class SetScheduledEndTime : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("Time in seconds")] public SharedFloat time = 0; 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; } audioSource.SetScheduledEndTime(time.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; time = 0; } } }