using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation { [TaskCategory("Unity/Animation")] [TaskDescription("Fades the animation over a period of time and fades other animations out. Returns Success.")] public class CrossFade : Action { [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")] public SharedGameObject targetGameObject; [Tooltip("The name of the animation")] public SharedString animationName; [Tooltip("The speed of the animation. Use a negative value to play the animation backwards")] public SharedFloat animationSpeed = 1f; [Tooltip("The amount of time it takes to blend")] public SharedFloat fadeLength = 0.3f; [Tooltip("The play mode of the animation")] public PlayMode playMode = PlayMode.StopSameLayer; // cache the animation component private Animation animation; private GameObject prevGameObject; public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { animation = currentGameObject.GetComponent(); prevGameObject = currentGameObject; } } public override TaskStatus OnUpdate() { if (animation == null) { Debug.LogWarning("Animation is null"); return TaskStatus.Failure; } animation[animationName.Value].speed = animationSpeed.Value; if (animation[animationName.Value].speed < 0) { animation[animationName.Value].time = animation[animationName.Value].length; } animation.CrossFade(animationName.Value, fadeLength.Value, playMode); return TaskStatus.Success; } public override void OnReset() { targetGameObject = null; animationName.Value = ""; animationSpeed = 1; fadeLength = 0.3f; playMode = PlayMode.StopSameLayer; } } }