using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation { [TaskCategory("Basic/Animation")] [TaskDescription("Sets the wrap mode to the specified value. Returns Success.")] public class SetWrapMode : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("How should time beyond the playback range of the clip be treated?")] public WrapMode wrapMode = WrapMode.Default; // 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.wrapMode = wrapMode; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; wrapMode = WrapMode.Default; } } }