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/Animator/CrossFade.cs | 53 ++++++++++++++++++++++ 1 file changed, 53 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs new file mode 100644 index 00000000..0e2e3eb7 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/CrossFade.cs @@ -0,0 +1,53 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator +{ + [TaskCategory("Basic/Animator")] + [TaskDescription("Creates a dynamic transition between the current state and the destination state. 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 state")] + public SharedString stateName; + [Tooltip("The duration of the transition. Value is in source state normalized time")] + public SharedFloat transitionDuration; + [Tooltip("The layer where the state is")] + public int layer = -1; + [Tooltip("The normalized time at which the state will play")] + public float normalizedTime = float.NegativeInfinity; + + private Animator animator; + private GameObject prevGameObject; + + public override void OnStart() + { + var currentGameObject = GetDefaultGameObject(targetGameObject.Value); + if (currentGameObject != prevGameObject) { + animator = currentGameObject.GetComponent(); + prevGameObject = currentGameObject; + } + } + + public override TaskStatus OnUpdate() + { + if (animator == null) { + //Debug.LogWarning("Animator is null"); + return TaskStatus.Failure; + } + + animator.CrossFade(stateName.Value, transitionDuration.Value, layer, normalizedTime); + + return TaskStatus.Success; + } + + public override void OnReset() + { + targetGameObject = null; + stateName = ""; + transitionDuration = 0; + layer = -1; + normalizedTime = float.NegativeInfinity; + } + } +} -- cgit v1.1-26-g67d0