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

98 lines
2.2 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animation)]
[Tooltip("Blends an Animation towards a Target Weight over a specified Time.\nOptionally sends an Event when finished.")]
public class BlendAnimation : BaseAnimationAction
{
[RequiredField]
[CheckForComponent(typeof(Animation))]
[Tooltip("The GameObject to animate.")]
public FsmOwnerDefault gameObject;
[RequiredField]
[UIHint(UIHint.Animation)]
[Tooltip("The name of the animation to blend.")]
public FsmString animName;
[RequiredField]
[HasFloatSlider(0f, 1f)]
[Tooltip("Target weight to blend to.")]
public FsmFloat targetWeight;
[RequiredField]
[HasFloatSlider(0f, 5f)]
[Tooltip("How long should the blend take.")]
public FsmFloat time;
[Tooltip("Event to send when the blend has finished.")]
public FsmEvent finishEvent;
// TODO: Delayed event doesn't handle speed changes etc.
// Use Animation isPlaying instead?
DelayedEvent delayedFinishEvent;
public override void Reset()
{
gameObject = null;
animName = null;
targetWeight = 1f;
time = 0.3f;
finishEvent = null;
}
public override void OnEnter()
{
DoBlendAnimation(gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value);
}
public override void OnUpdate()
{
if (DelayedEvent.WasSent(delayedFinishEvent))
{
Finish();
}
}
void DoBlendAnimation(GameObject go)
{
if (go == null)
{
return;
}
var animation = go.GetComponent<Animation>();
if (animation == null)
{
LogWarning("Missing Animation component on GameObject: " + go.name);
Finish();
return;
}
var anim = animation[animName.Value];
if (anim == null)
{
LogWarning("Missing animation: " + animName.Value);
Finish();
return;
}
var timeValue = time.Value;
animation.Blend(animName.Value, targetWeight.Value, timeValue);
// TODO: doesn't work well with scaled time
if (finishEvent != null)
{
delayedFinishEvent = Fsm.DelayedEvent(finishEvent, anim.length);
}
else
{
Finish();
}
}
}
}