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- namespace BehaviorDesigner.Runtime.Tasks.Unity.Math
- {
- [TaskCategory("Unity/Math")]
- [TaskDescription("Performs comparison between two floats: less than, less than or equal to, equal to, not equal to, greater than or equal to, or greater than.")]
- public class FloatComparison : Conditional
- {
- public enum Operation
- {
- LessThan,
- LessThanOrEqualTo,
- EqualTo,
- NotEqualTo,
- GreaterThanOrEqualTo,
- GreaterThan
- }
- [Tooltip("The operation to perform")]
- public Operation operation;
- [Tooltip("The first float")]
- public SharedFloat float1;
- [Tooltip("The second float")]
- public SharedFloat float2;
- public override TaskStatus OnUpdate()
- {
- switch (operation) {
- case Operation.LessThan:
- return float1.Value < float2.Value ? TaskStatus.Success : TaskStatus.Failure;
- case Operation.LessThanOrEqualTo:
- return float1.Value <= float2.Value ? TaskStatus.Success : TaskStatus.Failure;
- case Operation.EqualTo:
- return UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;
- case Operation.NotEqualTo:
- return !UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;
- case Operation.GreaterThanOrEqualTo:
- return float1.Value >= float2.Value ? TaskStatus.Success : TaskStatus.Failure;
- case Operation.GreaterThan:
- return float1.Value > float2.Value ? TaskStatus.Success : TaskStatus.Failure;
- }
- return TaskStatus.Failure;
- }
- public override void OnReset()
- {
- operation = Operation.LessThan;
- float1.Value = 0;
- float2.Value = 0;
- }
- }
- }
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