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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/MatchTarget.cs62
1 files changed, 62 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/MatchTarget.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/MatchTarget.cs
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/MatchTarget.cs
@@ -0,0 +1,62 @@
+using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
+{
+ [TaskCategory("Basic/Animator")]
+ [TaskDescription("Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Returns Success.")]
+ public class MatchTarget : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The position we want the body part to reach")]
+ public SharedVector3 matchPosition;
+ [Tooltip("The rotation in which we want the body part to be")]
+ public SharedQuaternion matchRotation;
+ [Tooltip("The body part that is involved in the match")]
+ public AvatarTarget targetBodyPart;
+ [Tooltip("Weights for matching position")]
+ public Vector3 weightMaskPosition;
+ [Tooltip("Weights for matching rotation")]
+ public float weightMaskRotation;
+ [Tooltip("Start time within the animation clip")]
+ public float startNormalizedTime;
+ [Tooltip("End time within the animation clip")]
+ public float targetNormalizedTime = 1;
+
+ 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.MatchTarget(matchPosition.Value, matchRotation.Value, targetBodyPart, new MatchTargetWeightMask(weightMaskPosition, weightMaskRotation), startNormalizedTime, targetNormalizedTime);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ matchPosition = Vector3.zero;
+ matchRotation = Quaternion.identity;
+ targetBodyPart = AvatarTarget.Root;
+ weightMaskPosition = Vector3.zero;
+ weightMaskRotation = 0;
+ startNormalizedTime = 0;
+ targetNormalizedTime = 1;
+ }
+ }
+} \ No newline at end of file