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2026-05-10 11:47:55 -04:00

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1.3 KiB
C#

#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("Clamps a float value between a minimum and maximum value.")]
public class ClampFloat : Action
{
[Tooltip("The float value to clamp.")]
[SerializeField] protected SharedVariable<float> m_InputValue;
[Tooltip("The minimum value.")]
[SerializeField] protected SharedVariable<float> m_MinValue;
[Tooltip("The maximum value.")]
[SerializeField] protected SharedVariable<float> m_MaxValue;
[Tooltip("The resulting clamped value.")]
[SerializeField] [RequireShared] protected SharedVariable<float> m_Result;
/// <summary>
/// Clamps the float value.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
m_Result.Value = Mathf.Clamp(m_InputValue.Value, m_MinValue.Value, m_MaxValue.Value);
return TaskStatus.Success;
}
}
}
#endif