// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animator)] [Tooltip("Returns the pivot weight and/or position. The pivot is the most stable point between the avatar's left and right foot.\n For a weight value of 0, the left foot is the most stable point For a value of 1, the right foot is the most stable point")] public class GetAnimatorPivot : FsmStateActionAnimatorBase { [RequiredField] [CheckForComponent(typeof(Animator))] [Tooltip("The target. An Animator component is required")] public FsmOwnerDefault gameObject; [ActionSection("Results")] [UIHint(UIHint.Variable)] [Tooltip("The pivot is the most stable point between the avatar's left and right foot.\n For a value of 0, the left foot is the most stable point For a value of 1, the right foot is the most stable point")] public FsmFloat pivotWeight; [UIHint(UIHint.Variable)] [Tooltip("The pivot is the most stable point between the avatar's left and right foot.\n For a value of 0, the left foot is the most stable point For a value of 1, the right foot is the most stable point")] public FsmVector3 pivotPosition; private Animator _animator; public override void Reset() { base.Reset(); gameObject = null; pivotWeight = null; pivotPosition = 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; } DoCheckPivot(); if (!everyFrame) { Finish(); } } public override void OnActionUpdate() { DoCheckPivot(); } void DoCheckPivot() { if (_animator==null) { return; } if (!pivotWeight.IsNone) { pivotWeight.Value = _animator.pivotWeight; } if (!pivotPosition.IsNone) { pivotPosition.Value = _animator.pivotPosition; } } } }