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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Returns success if the specified name matches the name of the active state.")]
public class IsName : Conditional
{
[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 state name to compare")]
public SharedString name;
private Animator animator;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
animator = currentGameObject.GetComponent<Animator>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (animator == null) {
Debug.LogWarning("Animator is null");
return TaskStatus.Failure;
}
return animator.GetCurrentAnimatorStateInfo(index.Value).IsName(name.Value) ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
targetGameObject = null;
index = 0;
name = "";
}
}
}
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