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

86 lines
1.9 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Plays a state. This could be used to synchronize your animation with audio or synchronize an Animator over the network.")]
public class AnimatorPlay : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[Tooltip("The name of the state that will be played.")]
public FsmString stateName;
[Tooltip("The layer where the state is.")]
public FsmInt layer;
[Tooltip("The normalized time at which the state will play")]
public FsmFloat normalizedTime;
[Tooltip("Repeat every frame. Useful when using normalizedTime to manually control the animation.")]
public bool everyFrame;
Animator _animator;
public override void Reset()
{
gameObject = null;
stateName = null;
layer = new FsmInt(){UseVariable=true};
normalizedTime = new FsmFloat(){UseVariable=true};
everyFrame = false;
}
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go==null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
DoAnimatorPlay();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoAnimatorPlay();
}
void DoAnimatorPlay()
{
if (_animator!=null)
{
int _layer = layer.IsNone?-1:layer.Value;
float _normalizedTime = normalizedTime.IsNone?Mathf.NegativeInfinity:normalizedTime.Value;
_animator.Play(stateName.Value,_layer,_normalizedTime);
}
}
#if UNITY_EDITOR
public override string AutoName()
{
return ActionHelpers.AutoName(this, stateName);
}
#endif
}
}