using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Converts the state name to its corresponding hash code. Returns Success.")] public class GetStringToHash : Action { [Tooltip("The name of the state to convert to a hash code")] public SharedString stateName; [Tooltip("The hash value")] [RequiredField] public SharedInt storeValue; public override TaskStatus OnUpdate() { storeValue.Value = Animator.StringToHash(stateName.Value); return TaskStatus.Success; } public override void OnReset() { stateName = ""; storeValue = 0; } } }