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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityLight
{
[TaskCategory("Basic/Light")]
[TaskDescription("Stores the color of the light.")]
public class GetShadowStrength : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[RequiredField]
[Tooltip("The color to store")]
public SharedFloat storeValue;
// cache the light component
private Light light;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
light = currentGameObject.GetComponent<Light>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (light == null) {
Debug.LogWarning("Light is null");
return TaskStatus.Failure;
}
storeValue = light.shadowStrength;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
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