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/IsInTransition.cs | 42 ++++++++++++++++++++++ 1 file changed, 42 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsInTransition.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsInTransition.cs') diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsInTransition.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsInTransition.cs new file mode 100644 index 00000000..e9366eaa --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Animator/IsInTransition.cs @@ -0,0 +1,42 @@ +using UnityEngine; + +namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator +{ + [TaskCategory("Basic/Animator")] + [TaskDescription("Returns success if the specified AnimatorController layer in a transition.")] + public class IsInTransition : Conditional + { + [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] + public SharedGameObject targetGameObject; + [Tooltip("The layer's index")] + public SharedInt index; + + 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; + } + + return animator.IsInTransition(index.Value) ? TaskStatus.Success : TaskStatus.Failure; + } + + public override void OnReset() + { + targetGameObject = null; + index = 0; + } + } +} \ No newline at end of file -- cgit v1.1-26-g67d0