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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.Math
{
[TaskCategory("Unity/Math")]
[TaskDescription("Clamps the float between two values.")]
public class FloatClamp : Action
{
[Tooltip("The float to clamp")]
public SharedFloat floatVariable;
[Tooltip("The maximum value of the float")]
public SharedFloat minValue;
[Tooltip("The maximum value of the float")]
public SharedFloat maxValue;
public override TaskStatus OnUpdate()
{
floatVariable.Value = Mathf.Clamp(floatVariable.Value, minValue.Value, maxValue.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
floatVariable = 0;
minValue = 0;
maxValue = 0;
}
}
}