// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.AnimateVariables)] [Tooltip("Animates the value of a Vector3 Variable FROM-TO with assistance of Deformation Curves.")] public class CurveVector3: CurveFsmAction { [RequiredField] [UIHint(UIHint.Variable)] public FsmVector3 vectorVariable; [RequiredField] public FsmVector3 fromValue; [RequiredField] public FsmVector3 toValue; [RequiredField] public FsmAnimationCurve curveX; [Tooltip("Calculation lets you set a type of curve deformation that will be applied to otherwise linear move between fromValue.x and toValue.x.")] public Calculation calculationX; [RequiredField] public FsmAnimationCurve curveY; [Tooltip("Calculation lets you set a type of curve deformation that will be applied to otherwise linear move between fromValue.y and toValue.y.")] public Calculation calculationY; [RequiredField] public FsmAnimationCurve curveZ; [Tooltip("Calculation lets you set a type of curve deformation that will be applied to otherwise linear move between fromValue.z and toValue.z.")] public Calculation calculationZ; Vector3 vct; private bool finishInNextStep = false; public override void Reset() { base.Reset(); vectorVariable = new FsmVector3{UseVariable=true}; toValue = new FsmVector3{UseVariable=true}; fromValue = new FsmVector3{UseVariable=true}; } public override void OnEnter() { base.OnEnter(); finishInNextStep = false; resultFloats = new float[3]; fromFloats = new float[3]; fromFloats[0] = fromValue.IsNone ? 0f : fromValue.Value.x; fromFloats[1] = fromValue.IsNone ? 0f : fromValue.Value.y; fromFloats[2] = fromValue.IsNone ? 0f : fromValue.Value.z; toFloats = new float[3]; toFloats[0] = toValue.IsNone ? 0f : toValue.Value.x; toFloats[1] = toValue.IsNone ? 0f : toValue.Value.y; toFloats[2] = toValue.IsNone ? 0f : toValue.Value.z; curves = new AnimationCurve[3]; curves[0] = curveX.curve; curves[1] = curveY.curve; curves[2] = curveZ.curve; calculations = new Calculation[3]; calculations[0] = calculationX; calculations[1] = calculationY; calculations[2] = calculationZ; //call Init after you have initialized curves array Init(); } public override void OnExit() { } public override void OnUpdate() { base.OnUpdate(); if(!vectorVariable.IsNone && isRunning){ vct = new Vector3(resultFloats[0], resultFloats[1], resultFloats[2]); vectorVariable.Value = vct; } if(finishInNextStep){ if(!looping) { Finish(); if(finishEvent != null) Fsm.Event(finishEvent); } } if(finishAction && !finishInNextStep){ if(!vectorVariable.IsNone){ vct = new Vector3(resultFloats[0], resultFloats[1], resultFloats[2]); vectorVariable.Value = vct; } finishInNextStep = true; } } } }