using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Sets the layer's current weight. Returns Success.")] public class SetLayerWeight : Action { [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; [Tooltip("The weight of the layer")] public SharedFloat weight; 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; } animator.SetLayerWeight(index.Value, weight.Value); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; index = 0; weight = 0; } } }