#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Time { using Opsive.GraphDesigner.Runtime.Variables; using UnityEngine; [Opsive.Shared.Utility.Category("Time")] [Opsive.Shared.Utility.Description("Delays action based on unscaled time (works during pause).")] public class TimeBasedDelay : Action { [Tooltip("The delay duration (seconds).")] [SerializeField] protected SharedVariable m_Delay = 1.0f; [Tooltip("Whether to use unscaled time.")] [SerializeField] protected SharedVariable m_UseUnscaledTime = true; private float m_ElapsedTime; /// /// Called when the action starts. /// public override void OnStart() { base.OnStart(); m_ElapsedTime = 0.0f; } /// /// Updates the delay. /// /// The status of the action. public override TaskStatus OnUpdate() { m_ElapsedTime += m_UseUnscaledTime.Value ? UnityEngine.Time.unscaledDeltaTime : UnityEngine.Time.deltaTime; if (m_ElapsedTime >= m_Delay.Value) { return TaskStatus.Success; } return TaskStatus.Running; } /// /// Resets the action values back to their default. /// public override void Reset() { base.Reset(); m_Delay = 1.0f; m_UseUnscaledTime = true; } } } #endif