using UnityEngine; using System.Collections; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Sets the float parameter on an animator. Returns Success.")] public class SetFloatParameter : 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")] public SharedFloat floatValue; [Tooltip("Should the value be reverted back to its original value after it has been set?")] public bool setOnce; private int hashID; 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; } hashID = UnityEngine.Animator.StringToHash(paramaterName.Value); float prevValue = animator.GetFloat(hashID); animator.SetFloat(hashID, floatValue.Value); if (setOnce) { StartCoroutine(ResetValue(prevValue)); } return TaskStatus.Success; } public IEnumerator ResetValue(float origVale) { yield return null; animator.SetFloat(hashID, origVale); } public override void OnReset() { targetGameObject = null; paramaterName = ""; floatValue = 0; } } }