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