104 lines
2.6 KiB
C#
104 lines
2.6 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
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using System;
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.AnimateVariables)]
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[Tooltip("Animates the value of a Vector3 Variable using an Animation Curve.")]
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public class AnimateVector3 : AnimateFsmAction
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{
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[RequiredField]
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[UIHint(UIHint.Variable)]
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public FsmVector3 vectorVariable;
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[RequiredField]
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public FsmAnimationCurve curveX;
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[Tooltip("Calculation lets you set a type of curve deformation that will be applied to vectorVariable.x.")]
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public Calculation calculationX;
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[RequiredField]
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public FsmAnimationCurve curveY;
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[Tooltip("Calculation lets you set a type of curve deformation that will be applied to vectorVariable.y.")]
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public Calculation calculationY;
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[RequiredField]
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public FsmAnimationCurve curveZ;
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[Tooltip("Calculation lets you set a type of curve deformation that will be applied to vectorVariable.z.")]
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public Calculation calculationZ;
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private bool finishInNextStep;
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public override void Reset()
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{
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base.Reset();
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vectorVariable = new FsmVector3{UseVariable=true};
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}
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public override void OnEnter()
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{
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base.OnEnter();
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finishInNextStep = false;
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resultFloats = new float[3];
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fromFloats = new float[3];
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fromFloats[0] = vectorVariable.IsNone ? 0f : vectorVariable.Value.x;
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fromFloats[1] = vectorVariable.IsNone ? 0f : vectorVariable.Value.y;
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fromFloats[2] = vectorVariable.IsNone ? 0f : vectorVariable.Value.z;
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curves = new AnimationCurve[3];
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curves[0] = curveX.curve;
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curves[1] = curveY.curve;
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curves[2] = curveZ.curve;
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calculations = new Calculation[3];
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calculations[0] = calculationX;
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calculations[1] = calculationY;
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calculations[2] = calculationZ;
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Init();
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// Set initial value
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if (Math.Abs(delay.Value) < 0.01f)
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{
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UpdateVariableValue();
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}
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}
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private void UpdateVariableValue()
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{
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if (!vectorVariable.IsNone)
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{
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vectorVariable.Value = new Vector3(resultFloats[0], resultFloats[1], resultFloats[2]);
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}
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}
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public override void OnUpdate()
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{
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base.OnUpdate();
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if(isRunning)
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{
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UpdateVariableValue();
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}
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if(finishInNextStep)
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{
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if(!looping)
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{
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Finish();
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Fsm.Event(finishEvent);
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}
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}
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if(finishAction && !finishInNextStep)
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{
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UpdateVariableValue();
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finishInNextStep = true;
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}
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}
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}
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} |