35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using Opsive.GraphDesigner.Runtime;
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Description("Adjusts the health amount by a strength factor.")]
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[Shared.Utility.Category("Behavior Designer Samples")]
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public class StrengthOperator : Action
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{
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[Tooltip("The amount of damage to apply.")]
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[SerializeField] protected SharedVariable<float> m_DamageAmount;
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[Tooltip("The agent's strength")]
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[SerializeField] protected SharedVariable<int> m_Strength;
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[Tooltip("The variable to store the result.")]
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[RequireShared] [SerializeField] protected SharedVariable<float> m_HealthResult;
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/// <summary>
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/// Deducts the health value.
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/// </summary>
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/// <returns>Success after the deduction is applied.</returns>
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public override TaskStatus OnUpdate()
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{
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m_HealthResult.Value -= m_DamageAmount.Value * Mathf.Max(1, m_Strength.Value);
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return TaskStatus.Success;
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}
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}
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} |