From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Runtime/Basic Tasks/Animation/Blend.cs | 51 ++++++++++++++++++++ .../Runtime/Basic Tasks/Animation/Blend.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/CrossFade.cs | 51 ++++++++++++++++++++ .../Basic Tasks/Animation/CrossFade.cs.meta | 8 ++++ .../Basic Tasks/Animation/CrossFadeQueued.cs | 54 ++++++++++++++++++++++ .../Basic Tasks/Animation/CrossFadeQueued.cs.meta | 8 ++++ .../Basic Tasks/Animation/GetAnimatePhysics.cs | 46 ++++++++++++++++++ .../Animation/GetAnimatePhysics.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/IsPlaying.cs | 47 +++++++++++++++++++ .../Basic Tasks/Animation/IsPlaying.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/Play.cs | 52 +++++++++++++++++++++ .../Runtime/Basic Tasks/Animation/Play.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/PlayQueued.cs | 51 ++++++++++++++++++++ .../Basic Tasks/Animation/PlayQueued.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/Rewind.cs | 49 ++++++++++++++++++++ .../Runtime/Basic Tasks/Animation/Rewind.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/Sample.cs | 41 ++++++++++++++++ .../Runtime/Basic Tasks/Animation/Sample.cs.meta | 8 ++++ .../Basic Tasks/Animation/SetAnimatePhysics.cs | 45 ++++++++++++++++++ .../Animation/SetAnimatePhysics.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/SetWrapMode.cs | 45 ++++++++++++++++++ .../Basic Tasks/Animation/SetWrapMode.cs.meta | 8 ++++ .../Runtime/Basic Tasks/Animation/Stop.cs | 49 ++++++++++++++++++++ .../Runtime/Basic Tasks/Animation/Stop.cs.meta | 8 ++++ 24 files changed, 677 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs.meta create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs.meta (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs new file mode 100644 index 00000000..18b15029 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs @@ -0,0 +1,51 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Blends the animation. Returns Success.")] + public class Blend : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + [Tooltip("The weight the animation should blend to")] + public float targetWeight = 1; + [Tooltip("The amount of time it takes to blend")] + public float fadeLength = 0.3f; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.Blend(animationName.Value, targetWeight, fadeLength); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName = ""; + targetWeight = 1; + fadeLength = 0.3f; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs.meta new file mode 100644 index 00000000..191ac404 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Blend.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dc0640154eb6b674e89f4a2ec1632696 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs new file mode 100644 index 00000000..759ad6d8 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs @@ -0,0 +1,51 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Fades the animation over a period of time and fades other animations out. Returns Success.")] + public class CrossFade : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + [Tooltip("The amount of time it takes to blend")] + public float fadeLength = 0.3f; + [Tooltip("The play mode of the animation")] + public PlayMode playMode = PlayMode.StopSameLayer; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.CrossFade(animationName.Value, fadeLength, playMode); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + fadeLength = 0.3f; + playMode = PlayMode.StopSameLayer; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs.meta new file mode 100644 index 00000000..dd091e17 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFade.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 57d9d1509d13e454caae6f3219c83cc7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs new file mode 100644 index 00000000..67973730 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs @@ -0,0 +1,54 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Cross fades an animation after previous animations has finished playing. Returns Success.")] + public class CrossFadeQueued : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + [Tooltip("The amount of time it takes to blend")] + public float fadeLength = 0.3f; + [Tooltip("Specifies when the animation should start playing")] + public QueueMode queue = QueueMode.CompleteOthers; + [Tooltip("The play mode of the animation")] + public PlayMode playMode = PlayMode.StopSameLayer; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.CrossFadeQueued(animationName.Value, fadeLength, queue, playMode); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + fadeLength = 0.3f; + queue = QueueMode.CompleteOthers; + playMode = PlayMode.StopSameLayer; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs.meta new file mode 100644 index 00000000..fda00b91 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/CrossFadeQueued.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c1cc2a160ee1978488696564200b3c25 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs new file mode 100644 index 00000000..3d832dfd --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs @@ -0,0 +1,46 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Stores the animate physics value. Returns Success.")] + public class GetAnimatePhysics : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("Are the if animations are executed in the physics loop?")] + [RequiredField] + public SharedBool storeValue; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + storeValue.Value = animation.animatePhysics; + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + storeValue.Value = false; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs.meta new file mode 100644 index 00000000..4bb05d26 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/GetAnimatePhysics.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b5bd2b0ed07f42142934568bd6813619 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs new file mode 100644 index 00000000..07b99732 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Returns Success if the animation is currently playing.")] + public class IsPlaying : Conditional + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + if (string.IsNullOrEmpty(animationName.Value)) { + return animation.isPlaying ? TaskStatus.Success : TaskStatus.Failure; + } else { + return animation.IsPlaying(animationName.Value) ? TaskStatus.Success : TaskStatus.Failure; + } + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs.meta new file mode 100644 index 00000000..ac35dc24 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/IsPlaying.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ce80475167d230d4181baa69071465ff +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs new file mode 100644 index 00000000..45c014b3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Plays animation without any blending. Returns Success.")] + public class Play : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + [Tooltip("The play mode of the animation")] + public PlayMode playMode = PlayMode.StopSameLayer; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + if (string.IsNullOrEmpty(animationName.Value)) { + animation.Play(); + } else { + animation.Play(animationName.Value, playMode); + } + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + playMode = PlayMode.StopSameLayer; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs.meta new file mode 100644 index 00000000..b89dbdf0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Play.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b1bf3b05e79dcc468cf71b63d54a4cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs new file mode 100644 index 00000000..b6d7a543 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs @@ -0,0 +1,51 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Plays an animation after previous animations has finished playing. Returns Success.")] + public class PlayQueued : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + [Tooltip("Specifies when the animation should start playing")] + public QueueMode queue = QueueMode.CompleteOthers; + [Tooltip("The play mode of the animation")] + public PlayMode playMode = PlayMode.StopSameLayer; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.PlayQueued(animationName.Value, queue, playMode); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + queue = QueueMode.CompleteOthers; + playMode = PlayMode.StopSameLayer; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs.meta new file mode 100644 index 00000000..5a578270 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/PlayQueued.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bb55ee97bf8cb3d479de025d77a9c4b6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs new file mode 100644 index 00000000..f870f50f --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs @@ -0,0 +1,49 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Rewinds an animation. Rewinds all animations if animationName is blank. Returns Success.")] + public class Rewind : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + if (string.IsNullOrEmpty(animationName.Value)) { + animation.Rewind(); + } else { + animation.Rewind(animationName.Value); + } + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName.Value = ""; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs.meta new file mode 100644 index 00000000..29a969f7 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Rewind.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 364beb9f6996556449b9f3e03db75290 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs new file mode 100644 index 00000000..5b62e126 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Samples animations at the current state. Returns Success.")] + public class Sample : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.Sample(); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs.meta new file mode 100644 index 00000000..ebb26237 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Sample.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2cc64c997b5d6e640af8cc9bd7cf1b5d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs new file mode 100644 index 00000000..584ad984 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Sets animate physics to the specified value. Returns Success.")] + public class SetAnimatePhysics : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("Are animations executed in the physics loop?")] + public SharedBool animatePhysics; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.animatePhysics = animatePhysics.Value; + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animatePhysics.Value = false; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs.meta new file mode 100644 index 00000000..dda3f075 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetAnimatePhysics.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f93fd0c7638add0468744d4f7249c1a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs new file mode 100644 index 00000000..d17c4508 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs @@ -0,0 +1,45 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Sets the wrap mode to the specified value. Returns Success.")] + public class SetWrapMode : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("How should time beyond the playback range of the clip be treated?")] + public WrapMode wrapMode = WrapMode.Default; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + animation.wrapMode = wrapMode; + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + wrapMode = WrapMode.Default; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs.meta new file mode 100644 index 00000000..7b815d1d --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/SetWrapMode.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39af69a1e220fc2419a5d34933029ff9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs new file mode 100644 index 00000000..138de081 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs @@ -0,0 +1,49 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation +{ + [TaskCategory("Basic/Animation")] + [TaskDescription("Stops an animation. Stops all animations if animationName is blank. Returns Success.")] + public class Stop : Action + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The name of the animation")] + public SharedString animationName; + + // cache the animation component + private Animation animation; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animation = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animation == null) { + //Debug.LogWarning("Animation is null"); + return TaskStatus.Failure; + } + + if (string.IsNullOrEmpty(animationName.Value)) { + animation.Stop(); + } else { + animation.Stop(animationName.Value); + } + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + animationName = ""; + } + } +} \ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs.meta b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs.meta new file mode 100644 index 00000000..8edc170a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animation/Stop.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c3dca423f03e936449fdb622cac3f430 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: -- cgit v1.1-26-g67d0