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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetCurrentAnimatorStateNameHash.cs50
1 files changed, 0 insertions, 50 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetCurrentAnimatorStateNameHash.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetCurrentAnimatorStateNameHash.cs
deleted file mode 100644
index df97d7ca..00000000
--- a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetCurrentAnimatorStateNameHash.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-#if UNITY_4_6 || UNITY_4_7
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
-{
- [TaskCategory("Basic/Animator")]
- [TaskDescription("Gets the current state hash. Returns Success.")]
- public class GetCurrentAnimatorStateNameHash : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The layer to operate on")]
- public SharedInt layerIndex;
- [Tooltip("The current state hash")]
- [RequiredField]
- public SharedInt storeValue;
-
- 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;
- }
-
- storeValue.Value = animator.GetCurrentAnimatorStateInfo(layerIndex.Value).nameHash;
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- layerIndex = 0;
- storeValue = 0;
- }
- }
-}
-#endif \ No newline at end of file