using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityTime { [TaskCategory("Basic/Time")] [TaskDescription("Returns the scale at which time is passing.")] public class GetTimeScale : Action { [Tooltip("The variable to store the result")] public SharedFloat storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Time.timeScale; return TaskStatus.Success; } public override void OnReset() { storeResult.Value = 0; } } }