74 lines
1.7 KiB
C#
74 lines
1.7 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
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#if UNITY_5_3_OR_NEWER || UNITY_5 || UNITY_5_0
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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("Controls culling of this Animator component.\n" +
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"If true, set to 'AlwaysAnimate': always animate the entire character. Object is animated even when offscreen.\n" +
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"If False, set to 'BasedOnRenderes' or CullUpdateTransforms ( On Unity 5) animation is disabled when renderers are not visible.")]
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public class SetAnimatorCullingMode: 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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[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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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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}
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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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SetCullingMode();
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Finish();
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}
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void SetCullingMode()
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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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#if UNITY_5_OR_NEWER
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_animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.CullUpdateTransforms;
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#else
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_animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.BasedOnRenderers;
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#endif
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}
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}
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} |