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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Plays an animator state. Returns Success.")]
public class Play : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The name of the state")]
public SharedString stateName;
[Tooltip("The layer where the state is")]
public int layer = -1;
[Tooltip("The normalized time at which the state will play")]
public float normalizedTime = float.NegativeInfinity;
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.Play(stateName.Value, layer, normalizedTime);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
stateName = "";
layer = -1;
normalizedTime = float.NegativeInfinity;
}
}
}
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