using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Returns success if the specified AnimatorController layer in a transition.")] public class IsInTransition : Conditional { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The layer's index")] public SharedInt index; 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; } return animator.IsInTransition(index.Value) ? TaskStatus.Success : TaskStatus.Failure; } public override void OnReset() { targetGameObject = null; index = 0; } } }