ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Math/RandomBool.cs
2025-08-19 18:53:26 +09:00

45 lines
1.4 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Tasks.Actions.Math
{
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Tooltip("Returns a random bool value.")]
[Shared.Utility.Category("Math")]
public class RandomBool : Action
{
[Tooltip("The stored random bool value.")]
[RequireShared] [SerializeField] protected SharedVariable<bool> m_StoreResult;
[Tooltip("The seed of the random number generator. Set to 0 to disable.")]
[SerializeField] protected int m_Seed;
/// <summary>
/// Callback when the behavior tree is initialized.
/// </summary>
public override void OnAwake()
{
if (m_Seed != 0) {
Random.InitState(m_Seed);
}
}
/// <summary>
/// Executes the task logic.
/// </summary>
/// <returns>The status of the task.</returns>
public override TaskStatus OnUpdate()
{
m_StoreResult.Value = Random.value > 0.5;
return base.OnUpdate();
}
}
}
#endif