
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
63 lines
2.0 KiB
C#
63 lines
2.0 KiB
C#
using UnityEngine;
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using System.Collections;
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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("Sets the int parameter on an animator. Returns Success.")]
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public class SetIntegerParameter : 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 int parameter")]
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public SharedInt intValue;
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[Tooltip("Should the value be reverted back to its original value after it has been set?")]
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public bool setOnce;
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private int hashID;
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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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hashID = UnityEngine.Animator.StringToHash(paramaterName.Value);
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int prevValue = animator.GetInteger(hashID);
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animator.SetInteger(hashID, intValue.Value);
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if (setOnce) {
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StartCoroutine(ResetValue(prevValue));
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}
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return TaskStatus.Success;
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}
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public IEnumerator ResetValue(int origVale)
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{
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yield return null;
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animator.SetInteger(hashID, origVale);
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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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intValue = 0;
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}
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}
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} |