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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetFloatParameter.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetFloatParameter.cs63
1 files changed, 63 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetFloatParameter.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetFloatParameter.cs
new file mode 100644
index 00000000..77093432
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetFloatParameter.cs
@@ -0,0 +1,63 @@
+using UnityEngine;
+using System.Collections;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
+{
+ [TaskCategory("Basic/Animator")]
+ [TaskDescription("Sets the float parameter on an animator. Returns Success.")]
+ public class SetFloatParameter : 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")]
+ public SharedFloat floatValue;
+ [Tooltip("Should the value be reverted back to its original value after it has been set?")]
+ public bool setOnce;
+
+ private int hashID;
+ 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;
+ }
+
+ hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);
+
+ float prevValue = animator.GetFloat(hashID);
+ animator.SetFloat(hashID, floatValue.Value);
+ if (setOnce) {
+ StartCoroutine(ResetValue(prevValue));
+ }
+
+ return TaskStatus.Success;
+ }
+
+ public IEnumerator ResetValue(float origVale)
+ {
+ yield return null;
+ animator.SetFloat(hashID, origVale);
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ paramaterName = "";
+ floatValue = 0;
+ }
+ }
+} \ No newline at end of file