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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("The random probability task will return success when the random probability is above the succeed probability. It will otherwise return failure.")]
[HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=33")]
public class RandomProbability : Conditional
{
[Tooltip("The chance that the task will return success")]
public SharedFloat successProbability = 0.5f;
[Tooltip("Seed the random number generator to make things easier to debug")]
public SharedInt seed;
[Tooltip("Do we want to use the seed?")]
public SharedBool useSeed;
private System.Random random;
public override void OnAwake()
{
// If specified, use the seed provided.
if (useSeed.Value) {
random = new System.Random(seed.Value);
} else {
random = new System.Random();
}
}
public override TaskStatus OnUpdate()
{
// Return success if random value is less than the success probability. Otherwise return failure.
float randomValue = (float)random.NextDouble();
if (randomValue < successProbability.Value) {
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
public override void OnReset()
{
// Reset the public properties back to their original values
successProbability = 0.5f;
seed = 0;
useSeed = false;
}
}
}
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