Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Animator/GetAnimatorPivot.cs
2024-11-20 15:21:28 +01:00

88 lines
2.0 KiB
C#

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