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

50 lines
1.9 KiB
C#

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