// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Check the current State name on a specified layer, this is more than the layer name, it holds the current state as well.")] public class GetAnimatorCurrentStateInfoIsName : FsmStateActionAnimatorBase { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The target. An Animator component and a PlayMakerAnimatorProxy component are required")] public FsmOwnerDefault gameObject; [RequiredField] [Tooltip("The layer's index")] public FsmInt layerIndex; [Tooltip("The name to check the layer against.")] public FsmString name; [ActionSection("Results")] [UIHint(UIHint.Variable)] [Tooltip("True if name matches")] public FsmBool isMatching; [Tooltip("Event send if name matches")] public FsmEvent nameMatchEvent; [Tooltip("Event send if name doesn't match")] public FsmEvent nameDoNotMatchEvent; private Animator _animator; public override void Reset() { base.Reset(); gameObject = null; layerIndex = null; name = null; nameMatchEvent = null; nameDoNotMatchEvent = null; everyFrame = false; } public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent(); if (_animator==null) { Finish(); return; } IsName(); if (!everyFrame) { Finish(); } } public override void OnActionUpdate() { IsName(); } void IsName() { if (_animator!=null) { AnimatorStateInfo _info = _animator.GetCurrentAnimatorStateInfo(layerIndex.Value); if (!isMatching.IsNone) { isMatching.Value = _info.IsName(name.Value); } if (_info.IsName(name.Value)) { Fsm.Event(nameMatchEvent); }else{ Fsm.Event(nameDoNotMatchEvent); } } } } }