// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Check the active Transition name on a specified layer. Format is 'CURRENT_STATE -> NEXT_STATE'.")] public class GetAnimatorCurrentTransitionInfoIsName : 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; [Tooltip("The name to check the transition against.")] public FsmString name; [ActionSection("Results")] [UIHint(UIHint.Variable)] [Tooltip("True if name matches")] public FsmBool nameMatch; [Tooltip("Event send if name matches")] public FsmEvent nameMatchEvent; [Tooltip("Event send if name doesn't match")] public FsmEvent nameDoNotMatchEvent; private Animator _animator; public override void Reset() { base.Reset(); gameObject = null; layerIndex = null; name = null; nameMatch = null; nameMatchEvent = null; nameDoNotMatchEvent = 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; } IsName(); if (!everyFrame) { Finish(); } } public override void OnActionUpdate() { IsName(); } void IsName() { if (_animator!=null) { AnimatorTransitionInfo _info = _animator.GetAnimatorTransitionInfo(layerIndex.Value); if (_info.IsName(name.Value)) { nameMatch.Value = true; Fsm.Event(nameMatchEvent); }else{ nameMatch.Value = false; Fsm.Event(nameDoNotMatchEvent); } } } } }