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

100 lines
2.0 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Check the active Transition name on a specified layer. Format is 'CURRENT_STATE -> NEXT_STATE'.")]
public class GetAnimatorCurrentTransitionInfoIsName : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[RequiredField]
[Tooltip("The layer's index")]
public FsmInt layerIndex;
[Tooltip("The name to check the transition against.")]
public FsmString name;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("True if name matches")]
public FsmBool nameMatch;
[Tooltip("Event send if name matches")]
public FsmEvent nameMatchEvent;
[Tooltip("Event send if name doesn't match")]
public FsmEvent nameDoNotMatchEvent;
private Animator _animator;
public override void Reset()
{
base.Reset();
gameObject = null;
layerIndex = null;
name = null;
nameMatch = null;
nameMatchEvent = null;
nameDoNotMatchEvent = 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;
}
IsName();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
IsName();
}
void IsName()
{
if (_animator!=null)
{
AnimatorTransitionInfo _info = _animator.GetAnimatorTransitionInfo(layerIndex.Value);
if (_info.IsName(name.Value))
{
nameMatch.Value = true;
Fsm.Event(nameMatchEvent);
}else{
nameMatch.Value = false;
Fsm.Event(nameDoNotMatchEvent);
}
}
}
}
}