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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator
{
[TaskCategory("Unity/Animator")]
[TaskDescription("Converts the state name to its corresponding hash code. Returns Success.")]
public class GetStringToHash : Action
{
[Tooltip("The name of the state to convert to a hash code")]
public SharedString stateName;
[Tooltip("The hash value")]
[RequiredField]
public SharedInt storeValue;
public override TaskStatus OnUpdate()
{
storeValue.Value = Animator.StringToHash(stateName.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
stateName = "";
storeValue = 0;
}
}
}