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; } } }