// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Gets the current transition information on a specified layer. Only valid when during a transition.")] public class GetAnimatorCurrentTransitionInfo : FsmStateActionAnimatorBase { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The target. An Animator component is required")] public FsmOwnerDefault gameObject; [RequiredField] [Tooltip("The layer's index")] public FsmInt layerIndex; [ActionSection("Results")] [UIHint(UIHint.Variable)] [Tooltip("The unique name of the Transition")] public FsmString name; [UIHint(UIHint.Variable)] [Tooltip("The unique name of the Transition")] public FsmInt nameHash; [UIHint(UIHint.Variable)] [Tooltip("The user-specified name of the Transition")] public FsmInt userNameHash; [UIHint(UIHint.Variable)] [Tooltip("Normalized time of the Transition")] public FsmFloat normalizedTime; private Animator _animator; public override void Reset() { base.Reset(); gameObject = null; layerIndex = null; name = null; nameHash = null; userNameHash = null; normalizedTime = 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; } GetTransitionInfo(); if (!everyFrame) { Finish(); } } public override void OnActionUpdate() { GetTransitionInfo(); } void GetTransitionInfo() { if (_animator!=null) { AnimatorTransitionInfo _info = _animator.GetAnimatorTransitionInfo(layerIndex.Value); if (!name.IsNone) { name.Value = _animator.GetLayerName(layerIndex.Value); } if (!nameHash.IsNone) { nameHash.Value = _info.nameHash; } if (!userNameHash.IsNone) { userNameHash.Value = _info.userNameHash; } if (!normalizedTime.IsNone) { normalizedTime.Value = _info.normalizedTime; } } } } }