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