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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Returns Success.")]
public class MatchTarget : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The position we want the body part to reach")]
public SharedVector3 matchPosition;
[Tooltip("The rotation in which we want the body part to be")]
public SharedQuaternion matchRotation;
[Tooltip("The body part that is involved in the match")]
public AvatarTarget targetBodyPart;
[Tooltip("Weights for matching position")]
public Vector3 weightMaskPosition;
[Tooltip("Weights for matching rotation")]
public float weightMaskRotation;
[Tooltip("Start time within the animation clip")]
public float startNormalizedTime;
[Tooltip("End time within the animation clip")]
public float targetNormalizedTime = 1;
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;
}
animator.MatchTarget(matchPosition.Value, matchRotation.Value, targetBodyPart, new MatchTargetWeightMask(weightMaskPosition, weightMaskRotation), startNormalizedTime, targetNormalizedTime);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
matchPosition = Vector3.zero;
matchRotation = Quaternion.identity;
targetBodyPart = AvatarTarget.Root;
weightMaskPosition = Vector3.zero;
weightMaskRotation = 0;
startNormalizedTime = 0;
targetNormalizedTime = 1;
}
}
}
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