88 lines
2.0 KiB
C#
88 lines
2.0 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Animator)]
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[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")]
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public class GetAnimatorPivot : FsmStateActionAnimatorBase
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{
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[RequiredField]
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[CheckForComponent(typeof(Animator))]
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[Tooltip("The target. An Animator component is required")]
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public FsmOwnerDefault gameObject;
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[ActionSection("Results")]
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[UIHint(UIHint.Variable)]
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[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")]
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public FsmFloat pivotWeight;
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[UIHint(UIHint.Variable)]
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[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")]
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public FsmVector3 pivotPosition;
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private Animator _animator;
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public override void Reset()
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{
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base.Reset();
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gameObject = null;
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pivotWeight = null;
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pivotPosition = null;
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}
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public override void OnEnter()
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{
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// get the animator component
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go==null)
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{
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Finish();
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return;
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}
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_animator = go.GetComponent<Animator>();
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if (_animator==null)
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{
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Finish();
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return;
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}
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DoCheckPivot();
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if (!everyFrame)
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{
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Finish();
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}
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}
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public override void OnActionUpdate()
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{
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DoCheckPivot();
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}
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void DoCheckPivot()
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{
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if (_animator==null)
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{
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return;
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}
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if (!pivotWeight.IsNone)
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{
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pivotWeight.Value = _animator.pivotWeight;
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}
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if (!pivotPosition.IsNone)
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{
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pivotPosition.Value = _animator.pivotPosition;
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}
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}
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}
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} |