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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;
}
}
}
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