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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsName.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsName.cs45
1 files changed, 45 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsName.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsName.cs
new file mode 100644
index 00000000..38869983
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsName.cs
@@ -0,0 +1,45 @@
+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
+{
+ [TaskCategory("Basic/Animator")]
+ [TaskDescription("Returns success if the specified name matches the name of the active state.")]
+ public class IsName : Conditional
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The layer's index")]
+ public SharedInt index;
+ [Tooltip("The state name to compare")]
+ public SharedString name;
+
+ 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;
+ }
+
+ return animator.GetCurrentAnimatorStateInfo(index.Value).IsName(name.Value) ? TaskStatus.Success : TaskStatus.Failure;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ index = 0;
+ name = "";
+ }
+ }
+} \ No newline at end of file