// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.AnimateVariables)] [Tooltip("Animates the value of a Float Variable using an Animation Curve.")] public class AnimateFloatV2: AnimateFsmAction { [RequiredField] [UIHint(UIHint.Variable)] public FsmFloat floatVariable; [RequiredField] public FsmAnimationCurve animCurve; [Tooltip("Calculation lets you set a type of curve deformation that will be applied to floatVariable")] public Calculation calculation; private bool finishInNextStep = false; public override void Reset() { base.Reset(); floatVariable = new FsmFloat{UseVariable=true}; } public override void OnEnter() { base.OnEnter(); finishInNextStep = false; resultFloats = new float[1]; fromFloats = new float[1]; fromFloats[0] = floatVariable.IsNone ? 0f : floatVariable.Value; calculations = new Calculation[1]; calculations[0] = calculation; curves = new AnimationCurve[1]; curves[0] = animCurve.curve; //call Init after you have initialized curves array Init(); } public override void OnExit() { } public override void OnUpdate() { base.OnUpdate(); if(!floatVariable.IsNone && isRunning){ floatVariable.Value = resultFloats[0]; } if(finishInNextStep){ if(!looping) { Finish(); if(finishEvent != null) Fsm.Event(finishEvent); } } if(finishAction && !finishInNextStep){ if(!floatVariable.IsNone){ floatVariable.Value = resultFloats[0]; } finishInNextStep = true; } } } }