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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetFloatParameter.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetFloatParameter.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetFloatParameter.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetFloatParameter.cs
new file mode 100644
index 00000000..63182145
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/GetFloatParameter.cs
@@ -0,0 +1,48 @@
+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
+{
+ [TaskCategory("Basic/Animator")]
+ [TaskDescription("Stores the float parameter on an animator. Returns Success.")]
+ public class GetFloatParameter : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The name of the parameter")]
+ public SharedString paramaterName;
+ [Tooltip("The value of the float parameter")]
+ [RequiredField]
+ public SharedFloat 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.GetFloat(paramaterName.Value);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ paramaterName = "";
+ storeValue = 0;
+ }
+ }
+} \ No newline at end of file