87 lines
1.9 KiB
C#
87 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("Returns the culling of this Animator component. Optionally sends events.\n" +
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"If true ('AlwaysAnimate'): always animate the entire character. Object is animated even when offscreen.\n" +
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"If False ('BasedOnRenderers') animation is disabled when renderers are not visible.")]
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public class GetAnimatorCullingMode : 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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[ActionSection("Results")]
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[RequiredField]
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[UIHint(UIHint.Variable)]
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[Tooltip("If true, always animate the entire character, else animation is disabled when renderers are not visible")]
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public FsmBool alwaysAnimate;
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[Tooltip("Event send if culling mode is 'AlwaysAnimate'")]
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public FsmEvent alwaysAnimateEvent;
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[Tooltip("Event send if culling mode is 'BasedOnRenders'")]
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public FsmEvent basedOnRenderersEvent;
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private Animator _animator;
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public override void Reset()
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{
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gameObject = null;
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alwaysAnimate = null;
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alwaysAnimateEvent = null;
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basedOnRenderersEvent = null;
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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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if (_animator==null)
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{
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Finish();
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return;
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}
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DoCheckCulling();
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Finish();
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}
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void DoCheckCulling()
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{
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if (_animator==null)
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{
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return;
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}
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bool _alwaysOn = _animator.cullingMode==AnimatorCullingMode.AlwaysAnimate?true:false;
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alwaysAnimate.Value = _alwaysOn;
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if (_alwaysOn)
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{
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Fsm.Event(alwaysAnimateEvent);
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}else{
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Fsm.Event(basedOnRenderersEvent);
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}
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}
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}
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} |