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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityVector2
{
[TaskCategory("Basic/Vector2")]
[TaskDescription("Clamps the magnitude of the Vector2.")]
public class ClampMagnitude : Action
{
[Tooltip("The Vector2 to clamp the magnitude of")]
public SharedVector2 vector2Variable;
[Tooltip("The max length of the magnitude")]
public SharedFloat maxLength;
[Tooltip("The clamp magnitude resut")]
[RequiredField]
public SharedVector2 storeResult;
public override TaskStatus OnUpdate()
{
storeResult.Value = Vector2.ClampMagnitude(vector2Variable.Value, maxLength.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
vector2Variable = storeResult = Vector2.zero;
maxLength = 0;
}
}
}
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