48 lines
1.5 KiB
C#
48 lines
1.5 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("Stores the float parameter on an animator. Returns Success.")]
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public class GetFloatParameter : 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("The name of the parameter")]
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public SharedString paramaterName;
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[Tooltip("The value of the float parameter")]
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[RequiredField]
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public SharedFloat storeValue;
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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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storeValue.Value = animator.GetFloat(paramaterName.Value);
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return 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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paramaterName = "";
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storeValue = 0;
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}
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}
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}
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