#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals.Math
{
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[NodeDescription("Compares two float values.")]
[Shared.Utility.Category("Math")]
public class FloatComparison : Conditional
{
///
/// Specifies the type of comparison that should be performed.
///
protected enum Operation
{
LessThan,
LessThanOrEqualTo,
EqualTo,
NotEqualTo,
GreaterThanOrEqualTo,
GreaterThan
}
[Tooltip("The operation that should be performed.")]
[SerializeField] protected SharedVariable m_Operation;
[Tooltip("The first float.")]
[SerializeField] protected SharedVariable m_Float1;
[Tooltip("The second float.")]
[SerializeField] protected SharedVariable m_Float2;
///
/// Executes the task.
///
/// The execution status of the task.
public override TaskStatus OnUpdate()
{
switch (m_Operation.Value) {
case Operation.LessThan:
return m_Float1.Value < m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
case Operation.LessThanOrEqualTo:
return m_Float1.Value <= m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
case Operation.EqualTo:
return m_Float1.Value == m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
case Operation.NotEqualTo:
return m_Float1.Value != m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
case Operation.GreaterThanOrEqualTo:
return m_Float1.Value >= m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
case Operation.GreaterThan:
return m_Float1.Value > m_Float2.Value ? TaskStatus.Success : TaskStatus.Failure;
}
return TaskStatus.Failure;
}
}
}
#endif