// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. #if UNITY_5_3_OR_NEWER || UNITY_5 || UNITY_5_0 #define UNITY_5_OR_NEWER #endif using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Controls culling of this Animator component.\n" + "If true, set to 'AlwaysAnimate': always animate the entire character. Object is animated even when offscreen.\n" + "If False, set to 'BasedOnRenderes' or CullUpdateTransforms ( On Unity 5) animation is disabled when renderers are not visible.")] public class SetAnimatorCullingMode: FsmStateAction { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The Target. An Animator component is required")] public FsmOwnerDefault gameObject; [Tooltip("If true, always animate the entire character, else animation is disabled when renderers are not visible")] public FsmBool alwaysAnimate; private Animator _animator; public override void Reset() { gameObject = null; alwaysAnimate= 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; } SetCullingMode(); Finish(); } void SetCullingMode() { if (_animator==null) { return; } #if UNITY_5_OR_NEWER _animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.CullUpdateTransforms; #else _animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.BasedOnRenderers; #endif } } }