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

121 lines
2.4 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Sets the position and rotation of the body. A GameObject can be set to control the position and rotation, or it can be manually expressed.")]
public class SetAnimatorBody: FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[Tooltip("The gameObject target of the ik goal")]
public FsmGameObject target;
[Tooltip("The position of the ik goal. If Goal GameObject set, position is used as an offset from Goal")]
public FsmVector3 position;
[Tooltip("The rotation of the ik goal.If Goal GameObject set, rotation is used as an offset from Goal")]
public FsmQuaternion rotation;
[Tooltip("Repeat every frame.")]
public bool everyFrame;
private Animator _animator;
private Transform _transform;
public override void Reset()
{
gameObject = null;
target = null;
position = new FsmVector3() {UseVariable=true};
rotation = new FsmQuaternion() {UseVariable=true};
everyFrame = false;
}
public override void OnPreprocess ()
{
Fsm.HandleAnimatorIK = true;
}
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;
}
GameObject _target = target.Value;
if (_target!=null)
{
_transform = _target.transform;
}
}
public override void DoAnimatorIK (int layerIndex)
{
DoSetBody();
if (!everyFrame)
{
Finish();
}
}
void DoSetBody()
{
if (_animator==null)
{
return;
}
if (_transform!=null)
{
if (position.IsNone)
{
_animator.bodyPosition = _transform.position;
}else{
_animator.bodyPosition = _transform.position+position.Value;
}
if (rotation.IsNone)
{
_animator.bodyRotation = _transform.rotation;
}else{
_animator.bodyRotation = _transform.rotation*rotation.Value;
}
}else{
if (!position.IsNone)
{
_animator.bodyPosition = position.Value;
}
if (!rotation.IsNone)
{
_animator.bodyRotation = rotation.Value;
}
}
}
}
}