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 = ""; } } }