// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Returns true if the specified layer is in a transition. Can also send events")] public class GetAnimatorIsLayerInTransition: 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("True if automatic matching is active")] public FsmBool isInTransition; [Tooltip("Event send if automatic matching is active")] public FsmEvent isInTransitionEvent; [Tooltip("Event send if automatic matching is not active")] public FsmEvent isNotInTransitionEvent; private Animator _animator; public override void Reset() { base.Reset(); gameObject = null; isInTransition = null; isInTransitionEvent = null; isNotInTransitionEvent = null; } 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; } DoCheckIsInTransition(); if(!everyFrame) { Finish(); } } public override void OnActionUpdate() { DoCheckIsInTransition(); } void DoCheckIsInTransition() { if (_animator==null) { return; } bool _isInTransition = _animator.IsInTransition(layerIndex.Value); if (!isInTransition.IsNone) { isInTransition.Value = _isInTransition; } if (_isInTransition) { Fsm.Event(isInTransitionEvent); }else{ Fsm.Event(isNotInTransitionEvent); } } } }