Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Time/TimeBasedDelay.cs
2026-05-10 11:47:55 -04:00

58 lines
1.7 KiB
C#

#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<float> m_Delay = 1.0f;
[Tooltip("Whether to use unscaled time.")]
[SerializeField] protected SharedVariable<bool> m_UseUnscaledTime = true;
private float m_ElapsedTime;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
}
/// <summary>
/// Updates the delay.
/// </summary>
/// <returns>The status of the action.</returns>
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;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Delay = 1.0f;
m_UseUnscaledTime = true;
}
}
}
#endif