
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 🥵🥵🥵🥵🥵
50 lines
1.9 KiB
C#
50 lines
1.9 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks.Unity.Math
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{
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[TaskCategory("Unity/Math")]
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[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.")]
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public class FloatComparison : Conditional
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{
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public enum Operation
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{
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LessThan,
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LessThanOrEqualTo,
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EqualTo,
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NotEqualTo,
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GreaterThanOrEqualTo,
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GreaterThan
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}
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[Tooltip("The operation to perform")]
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public Operation operation;
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[Tooltip("The first float")]
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public SharedFloat float1;
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[Tooltip("The second float")]
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public SharedFloat float2;
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public override TaskStatus OnUpdate()
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{
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switch (operation) {
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case Operation.LessThan:
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return float1.Value < float2.Value ? TaskStatus.Success : TaskStatus.Failure;
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case Operation.LessThanOrEqualTo:
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return float1.Value <= float2.Value ? TaskStatus.Success : TaskStatus.Failure;
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case Operation.EqualTo:
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return UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;
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case Operation.NotEqualTo:
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return !UnityEngine.Mathf.Approximately(float1.Value, float2.Value) ? TaskStatus.Success : TaskStatus.Failure;
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case Operation.GreaterThanOrEqualTo:
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return float1.Value >= float2.Value ? TaskStatus.Success : TaskStatus.Failure;
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case Operation.GreaterThan:
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return float1.Value > float2.Value ? TaskStatus.Success : TaskStatus.Failure;
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}
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return TaskStatus.Failure;
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}
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public override void OnReset()
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{
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operation = Operation.LessThan;
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float1.Value = 0;
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float2.Value = 0;
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}
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}
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} |