using NodeCanvas.Framework; using ParadoxNotion.Design; using Reset.Core; using UnityEngine; namespace Reset.Units { [Category("Reset/Movement")] public class ChangeGravitySettings : ActionTask{ [SliderField(0f, 1f), SerializeField] public FloatValueGroup airDirectionDecay = new FloatValueGroup("Air Direction Decay"); [SerializeField] public FloatValueGroup gravityMax = new FloatValueGroup("Gravity Max"); [SerializeField] public FloatValueGroup gravityAcceleration = new FloatValueGroup("Gravity Acceleration"); [SerializeField] public FloatValueGroup gravityScale = new FloatValueGroup("Gravity Scale"); //Use for initialization. This is called only once in the lifetime of the task. //Return null if init was successfull. Return an error string otherwise protected override string OnInit() { return null; } //This is called once each time the task is enabled. //Call EndAction() to mark the action as finished, either in success or failure. //EndAction can be called from anywhere. protected override void OnExecute() { FloatValueGroup.UpdateValue(airDirectionDecay, agent.data.airDirectionDecay); FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax); FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration); FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale); } //Called once per frame while the action is active. protected override void OnUpdate() { } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }