diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs')
-rw-r--r-- | Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs | 50 |
1 files changed, 0 insertions, 50 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs deleted file mode 100644 index e76934df..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Basic Tasks/Animator/Play.cs +++ /dev/null @@ -1,50 +0,0 @@ -using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
-{
- [TaskCategory("Basic/Animator")]
- [TaskDescription("Plays an animator state. Returns Success.")]
- public class Play : 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 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.Play(stateName.Value, layer, normalizedTime);
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- stateName = "";
- layer = -1;
- normalizedTime = float.NegativeInfinity;
- }
- }
-}
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