using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityString { [TaskCategory("Basic/String")] [TaskDescription("Randomly selects a string from the array of strings.")] public class GetRandomString : Action { [Tooltip("The array of strings")] public SharedString[] source; [Tooltip("The stored result")] [RequiredField] public SharedString storeResult; public override TaskStatus OnUpdate() { storeResult.Value = source[Random.Range(0, source.Length)].Value; return TaskStatus.Success; } public override void OnReset() { source = null; storeResult = null; } } }