diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs new file mode 100644 index 00000000..584ad984 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs @@ -0,0 +1,45 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation
+{
+ [TaskCategory("Basic/Animation")]
+ [TaskDescription("Sets animate physics to the specified value. Returns Success.")]
+ public class SetAnimatePhysics : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("Are animations executed in the physics loop?")]
+ public SharedBool animatePhysics;
+
+ // 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.animatePhysics = animatePhysics.Value;
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ animatePhysics.Value = false;
+ }
+ }
+}
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