51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
![]() |
using UnityEngine;
|
||
|
|
||
|
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator
|
||
|
{
|
||
|
[TaskCategory("Unity/Animator")]
|
||
|
[TaskDescription("Plays an animator state. Returns Success.")]
|
||
|
public class Play : Action
|
||
|
{
|
||
|
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
|
||
|
public SharedGameObject targetGameObject;
|
||
|
[Tooltip("The name of the state")]
|
||
|
public SharedString stateName;
|
||
|
[Tooltip("The layer where the state is")]
|
||
|
public int layer = -1;
|
||
|
[Tooltip("The normalized time at which the state will play")]
|
||
|
public float normalizedTime = float.NegativeInfinity;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
animator.Play(stateName.Value, layer, normalizedTime);
|
||
|
|
||
|
return TaskStatus.Success;
|
||
|
}
|
||
|
|
||
|
public override void OnReset()
|
||
|
{
|
||
|
targetGameObject = null;
|
||
|
stateName = "";
|
||
|
layer = -1;
|
||
|
normalizedTime = float.NegativeInfinity;
|
||
|
}
|
||
|
}
|
||
|
}
|