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using UnityEngine;
using System.Collections;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Sets the int parameter on an animator. Returns Success.")]
public class SetIntegerParameter : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The name of the parameter")]
public SharedString paramaterName;
[Tooltip("The value of the int parameter")]
public SharedInt intValue;
[Tooltip("Should the value be reverted back to its original value after it has been set?")]
public bool setOnce;
private int hashID;
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;
}
hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);
int prevValue = animator.GetInteger(hashID);
animator.SetInteger(hashID, intValue.Value);
if (setOnce) {
StartCoroutine(ResetValue(prevValue));
}
return TaskStatus.Success;
}
public IEnumerator ResetValue(int origVale)
{
yield return null;
animator.SetInteger(hashID, origVale);
}
public override void OnReset()
{
targetGameObject = null;
paramaterName = "";
intValue = 0;
}
}
}
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