62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
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using UnityEngine;
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using UnityEngine.Playables;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.Timeline
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{
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[TaskCategory("Unity/Timeline")]
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[TaskDescription("Instatiates a Playable using the provided PlayableAsset and starts playback.")]
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public class Play : Action
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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("An asset to instantiate a playable from.")]
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public PlayableAsset playableAsset;
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[Tooltip("Should the task be stopped when the timeline has stopped playing?")]
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public SharedBool stopWhenComplete;
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private PlayableDirector playableDirector;
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private GameObject prevGameObject;
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private bool playbackStarted;
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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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playableDirector = currentGameObject.GetComponent<PlayableDirector>();
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prevGameObject = currentGameObject;
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}
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playbackStarted = false;
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}
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public override TaskStatus OnUpdate()
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{
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if (playableDirector == null) {
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Debug.LogWarning("PlayableDirector is null");
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return TaskStatus.Failure;
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}
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if (playbackStarted) {
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if (stopWhenComplete.Value && playableDirector.state == PlayState.Playing) {
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return TaskStatus.Running;
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}
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return TaskStatus.Success;
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}
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if (playableAsset == null) {
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playableDirector.Play();
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} else {
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playableDirector.Play(playableAsset);
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}
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playbackStarted = true;
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return stopWhenComplete.Value ? TaskStatus.Running : TaskStatus.Success;
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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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playableAsset = null;
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stopWhenComplete = false;
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}
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}
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}
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