Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Logic/FloatCompare.cs
2024-11-20 15:21:28 +01:00

100 lines
2.1 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Logic)]
[Tooltip("Sends Events based on the comparison of 2 Floats.")]
public class FloatCompare : FsmStateAction
{
[RequiredField]
[Tooltip("The first float variable.")]
public FsmFloat float1;
[RequiredField]
[Tooltip("The second float variable.")]
public FsmFloat float2;
[RequiredField]
[Tooltip("Tolerance for the Equal test (almost equal).\nNOTE: Floats that look the same are often not exactly the same, so you often need to use a small tolerance.")]
public FsmFloat tolerance;
[Tooltip("Event sent if Float 1 equals Float 2 (within Tolerance)")]
public FsmEvent equal;
[Tooltip("Event sent if Float 1 is less than Float 2")]
public FsmEvent lessThan;
[Tooltip("Event sent if Float 1 is greater than Float 2")]
public FsmEvent greaterThan;
[Tooltip("Repeat every frame. Useful if the variables are changing and you're waiting for a particular result.")]
public bool everyFrame;
public override void Reset()
{
float1 = 0f;
float2 = 0f;
tolerance = 0f;
equal = null;
lessThan = null;
greaterThan = null;
everyFrame = false;
}
public override void OnEnter()
{
DoCompare();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoCompare();
}
void DoCompare()
{
if (Mathf.Abs(float1.Value - float2.Value) <= tolerance.Value)
{
Fsm.Event(equal);
return;
}
if (float1.Value < float2.Value)
{
Fsm.Event(lessThan);
return;
}
if (float1.Value > float2.Value)
{
Fsm.Event(greaterThan);
}
}
public override string ErrorCheck()
{
if (FsmEvent.IsNullOrEmpty(equal) &&
FsmEvent.IsNullOrEmpty(lessThan) &&
FsmEvent.IsNullOrEmpty(greaterThan))
return "Action sends no events!";
return "";
}
#if UNITY_EDITOR
public override string AutoName()
{
return ActionHelpers.AutoName(this, float1, float2);
}
#endif
}
}