79 lines
1.7 KiB
C#
79 lines
1.7 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
|
|
|
|
using UnityEngine;
|
|
|
|
namespace HutongGames.PlayMaker.Actions
|
|
{
|
|
[ActionCategory(ActionCategory.Time)]
|
|
[Tooltip("Delays a State from finishing by the specified time. NOTE: Other actions continue, but FINISHED can't happen before Time.")]
|
|
public class Wait : FsmStateAction
|
|
{
|
|
[RequiredField]
|
|
public FsmFloat time;
|
|
public FsmEvent finishEvent;
|
|
public bool realTime;
|
|
|
|
private float startTime;
|
|
private float timer;
|
|
|
|
public override void Reset()
|
|
{
|
|
time = 1f;
|
|
finishEvent = null;
|
|
realTime = false;
|
|
}
|
|
|
|
public override void OnEnter()
|
|
{
|
|
if (time.Value <= 0)
|
|
{
|
|
Fsm.Event(finishEvent);
|
|
Finish();
|
|
return;
|
|
}
|
|
|
|
startTime = FsmTime.RealtimeSinceStartup;
|
|
timer = 0f;
|
|
}
|
|
|
|
public override void OnUpdate()
|
|
{
|
|
// update time
|
|
|
|
if (realTime)
|
|
{
|
|
timer = FsmTime.RealtimeSinceStartup - startTime;
|
|
}
|
|
else
|
|
{
|
|
timer += Time.deltaTime;
|
|
}
|
|
|
|
if (timer >= time.Value)
|
|
{
|
|
Finish();
|
|
if (finishEvent != null)
|
|
{
|
|
Fsm.Event(finishEvent);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
public override string AutoName()
|
|
{
|
|
return ActionHelpers.AutoName(this, time);
|
|
}
|
|
|
|
public override float GetProgress()
|
|
{
|
|
return Mathf.Min(timer / time.Value, 1f);
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|