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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs53
1 files changed, 53 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs
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index 00000000..0e2e3eb7
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs
@@ -0,0 +1,53 @@
+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;
+ }
+ }
+}