// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Sets the value of a float parameter")] public class SetAnimatorFloat : FsmStateActionAnimatorBase { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The target.")] public FsmOwnerDefault gameObject; [RequiredField] [UIHint(UIHint.AnimatorFloat)] [Tooltip("The animator parameter")] public FsmString parameter; [Tooltip("The float value to assign to the animator parameter")] public FsmFloat Value; [Tooltip("Optional: The time allowed to parameter to reach the value. Requires everyFrame Checked on")] public FsmFloat dampTime; private Animator _animator; private int _paramID; public override void Reset() { base.Reset(); gameObject = null; parameter = null; dampTime = new FsmFloat() {UseVariable=true}; Value = 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; } // get hash from the param for efficiency: _paramID = Animator.StringToHash(parameter.Value); SetParameter(); if (!everyFrame) { Finish(); } } public override void OnActionUpdate () { SetParameter(); } void SetParameter() { if (_animator == null) return; if (dampTime.Value>0f) { _animator.SetFloat(_paramID,Value.Value,dampTime.Value,Time.deltaTime); } else { _animator.SetFloat(_paramID,Value.Value) ; } } } }