Files
2024-11-20 15:21:28 +01:00

91 lines
2.0 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.StateMachine)]
[ActionTarget(typeof(PlayMakerFSM),"gameObject,fsmName")]
[Tooltip("Enables/Disables an FSM component on a GameObject.")]
public class EnableFSM : FsmStateAction
{
[RequiredField]
[Tooltip("The GameObject that owns the FSM component.")]
public FsmOwnerDefault gameObject;
[UIHint(UIHint.FsmName)]
[Tooltip("Optional name of FSM on GameObject. Useful if you have more than one FSM on a GameObject.")]
public FsmString fsmName;
[Tooltip("Set to True to enable, False to disable.")]
public FsmBool enable;
[Tooltip("Reset the initial enabled state when exiting the state.")]
public FsmBool resetOnExit;
private PlayMakerFSM fsmComponent;
public override void Reset()
{
gameObject = null;
fsmName = "";
enable = true;
resetOnExit = true;
}
public override void OnEnter()
{
DoEnableFSM();
Finish();
}
void DoEnableFSM()
{
GameObject go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
if (go == null) return;
if (!string.IsNullOrEmpty(fsmName.Value))
{
// find by FSM component name
var fsmComponents = go.GetComponents<PlayMakerFSM>();
foreach (var component in fsmComponents)
{
if (component.FsmName == fsmName.Value)
{
fsmComponent = component;
break;
}
}
}
else
{
// get first FSM component
fsmComponent = go.GetComponent<PlayMakerFSM>();
}
if (fsmComponent == null)
{
// TODO: Not sure if this is an error condition...
LogError("Missing FsmComponent!");
return;
}
fsmComponent.enabled = enable.Value;
}
public override void OnExit()
{
if (fsmComponent == null) return;
if (resetOnExit.Value)
{
fsmComponent.enabled = !enable.Value;
}
}
}
}