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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs')
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs53
1 files changed, 0 insertions, 53 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs
deleted file mode 100644
index 7080ce76..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs
+++ /dev/null
@@ -1,53 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
-{
- [TaskCategory("Basic/Animator")]
- [TaskDescription("Creates a dynamic transition between the current state and the destination state. Returns Success.")]
- public class CrossFade : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The name of the state")]
- public SharedString stateName;
- [Tooltip("The duration of the transition. Value is in source state normalized time")]
- public SharedFloat transitionDuration;
- [Tooltip("The layer where the state is")]
- public int layer = -1;
- [Tooltip("The normalized time at which the state will play")]
- public float normalizedTime = float.NegativeInfinity;
-
- private Animator animator;
- private GameObject prevGameObject;
-
- public override void OnStart()
- {
- var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
- if (currentGameObject != prevGameObject) {
- animator = currentGameObject.GetComponent<Animator>();
- prevGameObject = currentGameObject;
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- if (animator == null) {
- Debug.LogWarning("Animator is null");
- return TaskStatus.Failure;
- }
-
- animator.CrossFade(stateName.Value, transitionDuration.Value, layer, normalizedTime);
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- stateName = "";
- transitionDuration = 0;
- layer = -1;
- normalizedTime = float.NegativeInfinity;
- }
- }
-}