194 lines
5.1 KiB
C#
194 lines
5.1 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
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#if UNITY_5_3_OR_NEWER || UNITY_5
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#define UNITY_5_OR_NEWER
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#endif
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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("Gets the current State information on a specified layer")]
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public class GetAnimatorCurrentStateInfo : FsmStateActionAnimatorBase
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{
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[RequiredField]
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[CheckForComponent(typeof(Animator))]
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[Tooltip("The target.")]
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public FsmOwnerDefault gameObject;
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[RequiredField]
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[Tooltip("The layer's index")]
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public FsmInt layerIndex;
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[ActionSection("Results")]
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[UIHint(UIHint.Variable)]
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[Tooltip("The layer's name.")]
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public FsmString name;
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[UIHint(UIHint.Variable)]
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[Tooltip("The layer's name Hash. Obsolete in Unity 5, use fullPathHash or shortPathHash instead, nameHash will be the same as shortNameHash for legacy")]
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public FsmInt nameHash;
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#if UNITY_5_OR_NEWER
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[UIHint(UIHint.Variable)]
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[Tooltip("The full path hash for this state.")]
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public FsmInt fullPathHash;
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[UIHint(UIHint.Variable)]
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[Tooltip("The name Hash. Doest not include the parent layer's name")]
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public FsmInt shortPathHash;
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#endif
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[UIHint(UIHint.Variable)]
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[Tooltip("The layer's tag hash")]
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public FsmInt tagHash;
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[UIHint(UIHint.Variable)]
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[Tooltip("Is the state looping. All animations in the state must be looping")]
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public FsmBool isStateLooping;
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[UIHint(UIHint.Variable)]
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[Tooltip("The Current duration of the state. In seconds, can vary when the State contains a Blend Tree ")]
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public FsmFloat length;
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[UIHint(UIHint.Variable)]
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[Tooltip("The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop")]
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public FsmFloat normalizedTime;
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[UIHint(UIHint.Variable)]
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[Tooltip("The integer part is the number of time a state has been looped. This is extracted from the normalizedTime")]
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public FsmInt loopCount;
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[UIHint(UIHint.Variable)]
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[Tooltip("The progress in the current loop. This is extracted from the normalizedTime")]
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public FsmFloat currentLoopProgress;
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private Animator _animator;
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public override void Reset()
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{
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base.Reset();
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gameObject = null;
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layerIndex = null;
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name = null;
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nameHash = null;
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#if UNITY_5_OR_NEWER
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fullPathHash = null;
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shortPathHash = null;
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#endif
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tagHash = null;
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length = null;
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normalizedTime = null;
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isStateLooping = null;
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loopCount = null;
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currentLoopProgress = null;
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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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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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GetLayerInfo();
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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 OnActionUpdate()
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{
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GetLayerInfo();
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}
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void GetLayerInfo()
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{
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if (_animator != null)
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{
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AnimatorStateInfo _info = _animator.GetCurrentAnimatorStateInfo(layerIndex.Value);
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#if UNITY_5_OR_NEWER
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if (!fullPathHash.IsNone)
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{
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fullPathHash.Value = _info.fullPathHash;
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}
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if (!shortPathHash.IsNone)
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{
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shortPathHash.Value = _info.shortNameHash;
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}
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if (!nameHash.IsNone)
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{
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nameHash.Value = _info.shortNameHash;
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}
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#else
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if (!nameHash.IsNone)
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{
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#if UNITY_5_OR_NEWER
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nameHash.Value = _info.fullPathHash;
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#else
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nameHash.Value = _info.nameHash;
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#endif
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}
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#endif
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if (!name.IsNone)
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{
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name.Value = _animator.GetLayerName(layerIndex.Value);
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}
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if (!tagHash.IsNone)
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{
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tagHash.Value = _info.tagHash;
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}
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if (!length.IsNone)
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{
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length.Value = _info.length;
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}
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if (!isStateLooping.IsNone)
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{
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isStateLooping.Value = _info.loop;
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}
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if (!normalizedTime.IsNone)
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{
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normalizedTime.Value = _info.normalizedTime;
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}
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if (!loopCount.IsNone || !currentLoopProgress.IsNone)
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{
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loopCount.Value = (int)System.Math.Truncate(_info.normalizedTime);
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currentLoopProgress.Value = _info.normalizedTime - loopCount.Value;
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}
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}
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}
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}
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} |