// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Animation)] [Tooltip("Sets the current Time of an Animation, Normalize time means 0 (start) to 1 (end); useful if you don't care about the exact time. Check Every Frame to update the time continuously.")] public class SetAnimationTime : BaseAnimationAction { [RequiredField] [CheckForComponent(typeof(Animation))] public FsmOwnerDefault gameObject; [RequiredField] [UIHint(UIHint.Animation)] public FsmString animName; public FsmFloat time; public bool normalized; public bool everyFrame; public override void Reset() { gameObject = null; animName = null; time = null; normalized = false; everyFrame = false; } public override void OnEnter() { DoSetAnimationTime(gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value); if (!everyFrame) Finish(); } public override void OnUpdate() { DoSetAnimationTime(gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value); } private void DoSetAnimationTime(GameObject go) { if (!UpdateCache(go)) { return; } animation.Play(animName.Value); var anim = animation[animName.Value]; if (anim == null) { LogWarning("Missing animation: " + animName.Value); return; } if (normalized) { anim.normalizedTime = time.Value; } else { anim.time = time.Value; } // TODO: need to do this? if (everyFrame) { anim.speed = 0; } } } }