Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Animator/GetAnimatorApplyRootMotion.cs
2024-11-20 15:21:28 +01:00

83 lines
1.8 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the value of ApplyRootMotion of an avatar. If true, root is controlled by animations")]
public class GetAnimatorApplyRootMotion : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The Target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[ActionSection("Results")]
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("Is the rootMotionapplied. If true, root is controlled by animations")]
public FsmBool rootMotionApplied;
[Tooltip("Event send if the root motion is applied")]
public FsmEvent rootMotionIsAppliedEvent;
[Tooltip("Event send if the root motion is not applied")]
public FsmEvent rootMotionIsNotAppliedEvent;
private Animator _animator;
public override void Reset()
{
gameObject = null;
rootMotionApplied = null;
rootMotionIsAppliedEvent = null;
rootMotionIsNotAppliedEvent = null;
}
// Code that runs on entering the state.
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go==null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator==null)
{
Finish();
return;
}
GetApplyMotionRoot();
Finish();
}
void GetApplyMotionRoot()
{
if (_animator!=null)
{
bool _applyRootMotion = _animator.applyRootMotion;
rootMotionApplied.Value = _applyRootMotion;
if (_applyRootMotion)
{
Fsm.Event(rootMotionIsAppliedEvent);
}else{
Fsm.Event(rootMotionIsNotAppliedEvent);
}
}
}
}
}