diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetLookAtWeight.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetLookAtWeight.cs | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetLookAtWeight.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetLookAtWeight.cs new file mode 100644 index 00000000..e8881e5c --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/SetLookAtWeight.cs @@ -0,0 +1,57 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
+{
+ [TaskCategory("Basic/Animator")]
+ [TaskDescription("Sets the look at weight. Returns success immediately after.")]
+ public class SetLookAtWeight : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("(0-1) the global weight of the LookAt, multiplier for other parameters.")]
+ public SharedFloat weight;
+ [Tooltip("(0-1) determines how much the body is involved in the LookAt.")]
+ public float bodyWeight;
+ [Tooltip("(0-1) determines how much the head is involved in the LookAt.")]
+ public float headWeight = 1;
+ [Tooltip("(0-1) determines how much the eyes are involved in the LookAt.")]
+ public float eyesWeight;
+ [Tooltip("(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped " +
+ "(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")]
+ public float clampWeight = 0.5f;
+
+ 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.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ weight = 0;
+ bodyWeight = 0;
+ headWeight = 1;
+ eyesWeight = 0;
+ clampWeight = 0.5f;
+ }
+ }
+}
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