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- using UnityEngine;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityTime
- {
- [TaskCategory("Unity/Time")]
- [TaskDescription("Returns the scale at which time is passing.")]
- public class GetTimeScale : Action
- {
- [Tooltip("The variable to store the result")]
- public SharedFloat storeResult;
- public override TaskStatus OnUpdate()
- {
- storeResult.Value = Time.timeScale;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- storeResult.Value = 0;
- }
- }
- }
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