// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Returns true if the current rig is humanoid, false if it is generic. Can also sends events")] public class GetAnimatorIsHuman : FsmStateAction { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The Target. An Animator component is required")] public FsmOwnerDefault gameObject; [ActionSection("Results")] [UIHint(UIHint.Variable)] [Tooltip("True if the current rig is humanoid, False if it is generic")] public FsmBool isHuman; [Tooltip("Event send if rig is humanoid")] public FsmEvent isHumanEvent; [Tooltip("Event send if rig is generic")] public FsmEvent isGenericEvent; private Animator _animator; public override void Reset() { gameObject = null; isHuman = null; isHumanEvent = null; isGenericEvent = 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; } DoCheckIsHuman(); Finish(); } void DoCheckIsHuman() { if (_animator==null) { return; } bool _isHuman = _animator.isHuman; if (! isHuman.IsNone) { isHuman.Value = _isHuman; } if (_isHuman) { Fsm.Event(isHumanEvent); }else{ Fsm.Event(isGenericEvent); } } } }