#if UNITY_4_6 || UNITY_4_7 using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Gets the current state hash. Returns Success.")] public class GetCurrentAnimatorStateNameHash : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layer to operate on")] public SharedInt layerIndex; [Tooltip("The current state hash")] [RequiredField] public SharedInt storeValue; 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; } storeValue.Value = animator.GetCurrentAnimatorStateInfo(layerIndex.Value).nameHash; return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; layerIndex = 0; storeValue = 0; } } } #endif