using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator { [TaskCategory("Basic/Animator")] [TaskDescription("Sets the look at weight. Returns success immediately after.")] public class SetLookAtWeight : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("(0-1) the global weight of the LookAt, multiplier for other parameters.")] public SharedFloat weight; [Tooltip("(0-1) determines how much the body is involved in the LookAt.")] public float bodyWeight; [Tooltip("(0-1) determines how much the head is involved in the LookAt.")] public float headWeight = 1; [Tooltip("(0-1) determines how much the eyes are involved in the LookAt.")] public float eyesWeight; [Tooltip("(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped " + "(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")] public float clampWeight = 0.5f; 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.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; weight = 0; bodyWeight = 0; headWeight = 1; eyesWeight = 0; clampWeight = 0.5f; } } }