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; } } }