40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
![]() |
using UnityEngine;
|
|||
|
using UnityEngine.Playables;
|
|||
|
|
|||
|
namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline
|
|||
|
{
|
|||
|
[TaskCategory("Unity/Timeline")]
|
|||
|
[TaskDescription("Is the timeline currently playing?")]
|
|||
|
public class IsPlaying : Conditional
|
|||
|
{
|
|||
|
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
|
|||
|
public SharedGameObject targetGameObject;
|
|||
|
|
|||
|
private PlayableDirector playableDirector;
|
|||
|
private GameObject prevGameObject;
|
|||
|
|
|||
|
public override void OnStart()
|
|||
|
{
|
|||
|
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
|
|||
|
if (currentGameObject != prevGameObject) {
|
|||
|
playableDirector = currentGameObject.GetComponent<PlayableDirector>();
|
|||
|
prevGameObject = currentGameObject;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public override TaskStatus OnUpdate()
|
|||
|
{
|
|||
|
if (playableDirector == null) {
|
|||
|
Debug.LogWarning("PlayableDirector is null");
|
|||
|
return TaskStatus.Failure;
|
|||
|
}
|
|||
|
|
|||
|
return playableDirector.state == PlayState.Playing ? TaskStatus.Success : TaskStatus.Failure;
|
|||
|
}
|
|||
|
|
|||
|
public override void OnReset()
|
|||
|
{
|
|||
|
targetGameObject = null;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|