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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs51
1 files changed, 51 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs
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index 00000000..759ad6d8
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs
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+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation
+{
+ [TaskCategory("Basic/Animation")]
+ [TaskDescription("Fades the animation over a period of time and fades other animations out. 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 animation")]
+ public SharedString animationName;
+ [Tooltip("The amount of time it takes to blend")]
+ public float fadeLength = 0.3f;
+ [Tooltip("The play mode of the animation")]
+ public PlayMode playMode = PlayMode.StopSameLayer;
+
+ // cache the animation component
+ private Animation animation;
+ private GameObject prevGameObject;
+
+ public override void OnStart()
+ {
+ var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
+ if (currentGameObject != prevGameObject) {
+ animation = currentGameObject.GetComponent<Animation>();
+ prevGameObject = currentGameObject;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (animation == null) {
+ //Debug.LogWarning("Animation is null");
+ return TaskStatus.Failure;
+ }
+
+ animation.CrossFade(animationName.Value, fadeLength, playMode);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ animationName.Value = "";
+ fadeLength = 0.3f;
+ playMode = PlayMode.StopSameLayer;
+ }
+ }
+} \ No newline at end of file