#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Math { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Math")] [Opsive.Shared.Utility.Description("Linearly interpolates between two float values based on a t value (0 to 1).")] public class LerpFloat : Action { [Tooltip("The starting float value.")] [SerializeField] protected SharedVariable m_From; [Tooltip("The ending float value.")] [SerializeField] protected SharedVariable m_To; [Tooltip("The interpolation value (0 = from, 1 = to).")] [SerializeField] protected SharedVariable m_T; [Tooltip("The resulting interpolated float.")] [SerializeField] [RequireShared] protected SharedVariable m_Result; /// /// Linearly interpolates between the two float values. /// /// The status of the action. public override TaskStatus OnUpdate() { var t = Mathf.Clamp01(m_T.Value); m_Result.Value = Mathf.Lerp(m_From.Value, m_To.Value, t); return TaskStatus.Success; } } } #endif