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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityLight
- {
- [TaskCategory("Unity/Light")]
- [TaskDescription("Stores the color of the light.")]
- public class GetShadowStrength : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [RequiredField]
- [Tooltip("The color to store")]
- public SharedFloat storeValue;
- // cache the light component
- private Light light;
- private GameObject prevGameObject;
- public override void OnStart()
- {
- var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
- if (currentGameObject != prevGameObject) {
- light = currentGameObject.GetComponent<Light>();
- prevGameObject = currentGameObject;
- }
- }
- public override TaskStatus OnUpdate()
- {
- if (light == null) {
- Debug.LogWarning("Light is null");
- return TaskStatus.Failure;
- }
- storeValue = light.shadowStrength;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- storeValue = 0;
- }
- }
- }
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