using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Stores the float parameter on an animator. Returns Success.")] public class GetFloatParameter : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the parameter")] public SharedString paramaterName; [Tooltip("The value of the float parameter")] [RequiredField] public SharedFloat 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.GetFloat(paramaterName.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; paramaterName = ""; storeValue = 0; } } }