using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation { [TaskCategory("Basic/Animation")] [TaskDescription("Stops an animation. Stops all animations if animationName is blank. Returns Success.")] public class Stop : 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; // 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)) { animation.Stop(); } else { animation.Stop(animationName.Value); } return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName = ""; } } }