Roman aa6e1ebe90 任务:创建项目,引入部分将会用到的插件和包
1.引入URP
2.引入InputSystem
3.引入Fungus
4.引入DoTween
5.引入CinemaMachine
6.引入BehaviorTree
7.引入BehaviorTree动作包
8.配置了渲染管线资源

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2021-11-21 15:14:51 +08:00

65 lines
2.0 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.Math
{
[TaskCategory("Unity/Math")]
[TaskDescription("Performs a math operation on two floats: Add, Subtract, Multiply, Divide, Min, or Max.")]
public class FloatOperator : Action
{
public enum Operation
{
Add,
Subtract,
Multiply,
Divide,
Min,
Max,
Modulo
}
[Tooltip("The operation to perform")]
public Operation operation;
[Tooltip("The first float")]
public SharedFloat float1;
[Tooltip("The second float")]
public SharedFloat float2;
[Tooltip("The variable to store the result")]
public SharedFloat storeResult;
public override TaskStatus OnUpdate()
{
switch (operation) {
case Operation.Add:
storeResult.Value = float1.Value + float2.Value;
break;
case Operation.Subtract:
storeResult.Value = float1.Value - float2.Value;
break;
case Operation.Multiply:
storeResult.Value = float1.Value * float2.Value;
break;
case Operation.Divide:
storeResult.Value = float1.Value / float2.Value;
break;
case Operation.Min:
storeResult.Value = Mathf.Min(float1.Value, float2.Value);
break;
case Operation.Max:
storeResult.Value = Mathf.Max(float1.Value, float2.Value);
break;
case Operation.Modulo:
storeResult.Value = float1.Value % float2.Value;
break;
}
return TaskStatus.Success;
}
public override void OnReset()
{
operation = Operation.Add;
float1 = 0;
float2 = 0;
storeResult = 0;
}
}
}