47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Core;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Movement")]
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public class ChangeMoveSpeedSettings : ActionTask<UnitMovementHandler> {
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[SerializeField] public FloatValueGroup moveSpeed = new (newLabel: "Move Speed");
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[SerializeField] public FloatValueGroup acceleration = new (newLabel: "Acceleration");
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[SerializeField] public FloatValueGroup deacceleration = new (newLabel: "Deacceleration");
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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FloatValueGroup.UpdateValue(moveSpeed, agent.data.moveSpeed);
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FloatValueGroup.UpdateValue(acceleration, agent.data.acceleration);
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FloatValueGroup.UpdateValue(deacceleration, agent.data.deacceleration);
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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} |