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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAudioSource
{
[TaskCategory("Basic/AudioSource")]
[TaskDescription("Stores the spread value of the AudioSource. Returns Success.")]
public class GetSpread : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The spread value of the AudioSource")]
[RequiredField]
public SharedFloat storeValue;
private AudioSource audioSource;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
audioSource = currentGameObject.GetComponent<AudioSource>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (audioSource == null) {
Debug.LogWarning("AudioSource is null");
return TaskStatus.Failure;
}
storeValue.Value = audioSource.spread;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 1;
}
}
}
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