using UnityEngine; #if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4) using UnityEngine.AI; #endif namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityNavMeshAgent { [TaskCategory("Basic/NavMeshAgent")] [TaskDescription("Sets the maximum acceleration of an agent as it follows a path, given in units / sec^2. Returns Success.")] public class SetAcceleration : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The NavMeshAgent acceleration")] public SharedFloat acceleration; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } navMeshAgent.acceleration = acceleration.Value; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; acceleration = 0; } } }