// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Sets a trigger parameter to active. Triggers are parameters that act mostly like booleans, but get reset to inactive when they are used in a transition.")] public class SetAnimatorTrigger : FsmStateAction { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The target. An Animator component is required")] public FsmOwnerDefault gameObject; [RequiredField] [UIHint(UIHint.AnimatorTrigger)] [Tooltip("The trigger name")] public FsmString trigger; private Animator _animator; public override void Reset() { gameObject = null; trigger = 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; } SetTrigger(); Finish(); } void SetTrigger() { if (_animator!=null) { _animator.SetTrigger(trigger.Value); } } } }