using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPlayerPrefs { [TaskCategory("Basic/PlayerPrefs")] [TaskDescription("Stores the value with the specified key from the PlayerPrefs.")] public class GetFloat : Action { [Tooltip("The key to store")] public SharedString key; [Tooltip("The default value")] public SharedFloat defaultValue; [Tooltip("The value retrieved from the PlayerPrefs")] [RequiredField] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = PlayerPrefs.GetFloat(key.Value, defaultValue.Value); return TaskStatus.Success; } public override void OnReset() { key = ""; defaultValue = 0; storeResult = 0; } } }