using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityCharacterController { [TaskCategory("Basic/CharacterController")] [TaskDescription("Stores the radius of the CharacterController. Returns Success.")] public class GetRadius : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The radius of the CharacterController")] [RequiredField] public SharedFloat storeValue; private CharacterController characterController; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (characterController == null) { Debug.LogWarning("CharacterController is null"); return TaskStatus.Failure; } storeValue.Value = characterController.radius; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } }