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FloatOperatorPlus.cs
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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.Math
{
[TaskCategory("Basic/Math")]
[TaskDescription("Performs a math operation on two floats: Add, Subtract, Multiply, Divide, Min, or Max.")]
public class FloatOperatorPlus : Action
{
public enum Operation
{
Add,
Subtract,
Multiply,
Divide,
Min,
Max,
Modulo
}
[Tooltip("The operation to perform")]
public Operation operation;
[Tooltip("The first float")]
public SharedFloat float1;
[Tooltip("The second float")]
public SharedFloat float2;
[Tooltip("Range of random float to add")]
public SharedFloat ranAddMin;
public SharedFloat ranAddMax;
[Tooltip("The variable to store the result")]
public SharedFloat storeResult;
public override TaskStatus OnUpdate()
{
switch (operation)
{
case Operation.Add:
storeResult.Value = float1.Value + float2.Value;
break;
case Operation.Subtract:
storeResult.Value = float1.Value - float2.Value;
break;
case Operation.Multiply:
storeResult.Value = float1.Value * float2.Value;
break;
case Operation.Divide:
storeResult.Value = float1.Value / float2.Value;
break;
case Operation.Min:
storeResult.Value = Mathf.Min(float1.Value, float2.Value);
break;
case Operation.Max:
storeResult.Value = Mathf.Max(float1.Value, float2.Value);
break;
case Operation.Modulo:
storeResult.Value = float1.Value % float2.Value;
break;
}
storeResult.Value = storeResult.Value + Random.Range(ranAddMin.Value, ranAddMax.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
operation = Operation.Add;
float1.Value = 0;
float2.Value = 0;
storeResult.Value = 0;
}
}
}