using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityCharacterController { [TaskCategory("Basic/CharacterController")] [TaskDescription("A more complex move function taking absolute movement deltas. Returns Success.")] public class Move : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The amount to move")] public SharedVector3 motion; 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; } characterController.Move(motion.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; motion = Vector3.zero; } } }