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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPlayerPrefs
{
[TaskCategory("Basic/PlayerPrefs")]
[TaskDescription("Stores the value with the specified key from the PlayerPrefs.")]
public class GetFloat : Action
{
[Tooltip("The key to store")]
public SharedString key;
[Tooltip("The default value")]
public SharedFloat defaultValue;
[Tooltip("The value retrieved from the PlayerPrefs")]
[RequiredField]
public SharedFloat storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = PlayerPrefs.GetFloat(key.Value, defaultValue.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
key = "";
defaultValue = 0;
storeResult = 0;
}
}
}
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