45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator
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{
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[TaskCategory("Unity/Animator")]
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[TaskDescription("Returns success if the specified name matches the name of the active state.")]
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public class IsName : Conditional
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("The layer's index")]
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public SharedInt index;
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[Tooltip("The state name to compare")]
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public SharedString name;
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private Animator animator;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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animator = currentGameObject.GetComponent<Animator>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (animator == null) {
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Debug.LogWarning("Animator is null");
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return TaskStatus.Failure;
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}
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return animator.GetCurrentAnimatorStateInfo(index.Value).IsName(name.Value) ? TaskStatus.Success : TaskStatus.Failure;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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index = 0;
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name = "";
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}
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}
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}
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