100 lines
2.0 KiB
C#
100 lines
2.0 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("Check the active Transition name on a specified layer. Format is 'CURRENT_STATE -> NEXT_STATE'.")]
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public class GetAnimatorCurrentTransitionInfoIsName : FsmStateActionAnimatorBase
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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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[RequiredField]
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[Tooltip("The layer's index")]
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public FsmInt layerIndex;
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[Tooltip("The name to check the transition against.")]
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public FsmString name;
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[ActionSection("Results")]
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[UIHint(UIHint.Variable)]
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[Tooltip("True if name matches")]
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public FsmBool nameMatch;
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[Tooltip("Event send if name matches")]
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public FsmEvent nameMatchEvent;
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[Tooltip("Event send if name doesn't match")]
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public FsmEvent nameDoNotMatchEvent;
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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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nameMatch = null;
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nameMatchEvent = null;
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nameDoNotMatchEvent = 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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IsName();
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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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IsName();
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}
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void IsName()
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{
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if (_animator!=null)
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{
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AnimatorTransitionInfo _info = _animator.GetAnimatorTransitionInfo(layerIndex.Value);
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if (_info.IsName(name.Value))
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{
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nameMatch.Value = true;
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Fsm.Event(nameMatchEvent);
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}else{
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nameMatch.Value = false;
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Fsm.Event(nameDoNotMatchEvent);
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}
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}
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}
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}
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} |