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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation
{
[TaskCategory("Basic/Animation")]
[TaskDescription("Cross fades an animation after previous animations has finished playing. Returns Success.")]
public class CrossFadeQueued : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The name of the animation")]
public SharedString animationName;
[Tooltip("The amount of time it takes to blend")]
public float fadeLength = 0.3f;
[Tooltip("Specifies when the animation should start playing")]
public QueueMode queue = QueueMode.CompleteOthers;
[Tooltip("The play mode of the animation")]
public PlayMode playMode = PlayMode.StopSameLayer;
// cache the animation component
private Animation animation;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
animation = currentGameObject.GetComponent<Animation>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (animation == null) {
Debug.LogWarning("Animation is null");
return TaskStatus.Failure;
}
animation.CrossFadeQueued(animationName.Value, fadeLength, queue, playMode);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
animationName.Value = "";
fadeLength = 0.3f;
queue = QueueMode.CompleteOthers;
playMode = PlayMode.StopSameLayer;
}
}
}
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