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; } } }