86 lines
1.9 KiB
C#
86 lines
1.9 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("Plays a state. This could be used to synchronize your animation with audio or synchronize an Animator over the network.")]
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public class AnimatorPlay : FsmStateAction
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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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[Tooltip("The name of the state that will be played.")]
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public FsmString stateName;
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[Tooltip("The layer where the state is.")]
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public FsmInt layer;
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[Tooltip("The normalized time at which the state will play")]
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public FsmFloat normalizedTime;
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[Tooltip("Repeat every frame. Useful when using normalizedTime to manually control the animation.")]
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public bool everyFrame;
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Animator _animator;
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public override void Reset()
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{
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gameObject = null;
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stateName = null;
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layer = new FsmInt(){UseVariable=true};
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normalizedTime = new FsmFloat(){UseVariable=true};
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everyFrame = false;
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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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DoAnimatorPlay();
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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 OnUpdate()
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{
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DoAnimatorPlay();
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}
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void DoAnimatorPlay()
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{
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if (_animator!=null)
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{
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int _layer = layer.IsNone?-1:layer.Value;
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float _normalizedTime = normalizedTime.IsNone?Mathf.NegativeInfinity:normalizedTime.Value;
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_animator.Play(stateName.Value,_layer,_normalizedTime);
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}
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}
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#if UNITY_EDITOR
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public override string AutoName()
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{
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return ActionHelpers.AutoName(this, stateName);
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}
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#endif
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}
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} |