using UnityEngine; using UnityEngine.AI; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent { [TaskCategory("Unity/NavMeshAgent")] [TaskDescription("Gets the maximum acceleration of an agent as it follows a path, given in units / sec^2.. Returns Success.")] public class GetAcceleration : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [SharedRequired] [Tooltip("The NavMeshAgent acceleration")] public SharedFloat storeValue; // cache the navmeshagent component private NavMeshAgent navMeshAgent; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { navMeshAgent = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (navMeshAgent == null) { Debug.LogWarning("NavMeshAgent is null"); return TaskStatus.Failure; } storeValue.Value = navMeshAgent.acceleration; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; storeValue = 0; } } }