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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimation
{
[TaskCategory("Basic/Animation")]
[TaskDescription("Sets animate physics to the specified value. Returns Success.")]
public class SetAnimatePhysics : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("Are animations executed in the physics loop?")]
public SharedBool animatePhysics;
// 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.animatePhysics = animatePhysics.Value;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
animatePhysics.Value = false;
}
}
}
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