using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Creates a dynamic transition between the current state and the destination state. Returns Success.")] public class CrossFade : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the state")] public SharedString stateName; [Tooltip("The duration of the transition. Value is in source state normalized time")] public SharedFloat transitionDuration; [Tooltip("The layer where the state is")] public int layer = -1; [Tooltip("The normalized time at which the state will play")] public float normalizedTime = float.NegativeInfinity; private Animator animator; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animator = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animator == null) { Debug.LogWarning("Animator is null"); return TaskStatus.Failure; } animator.CrossFade(stateName.Value, transitionDuration.Value, layer, normalizedTime); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; stateName = ""; transitionDuration = 0; layer = -1; normalizedTime = float.NegativeInfinity; } } }